Completed TalkingLion vs EndQuote!

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Flora

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#1
I'm new to this, so requesting a Beginner Battle. Rules are:
1.2v2 Singles
2.3 day DQ
3.No recoveries/chills
4.Standard ASB Arena
Accepting TalkingLion. Welcome to ASB!
Switch=KO, for simplicity.
Items=Off
Abilities=One
Ref, anyone?

Elekid*[Sparkplug](M)
Nature: Naughty (+1 Atk, -1 SpD)
Type: Electric
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.

Abilities:
Static: This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Vital Spirit(DW): This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 1 (-)
Spe: 95
Size Class: 1
Weight Class: 2
Base Rank Total: 15

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

Attacks: (14)
Quick Attack(*)
Leer(*)
ThunderPunch(*)
Thundershock(*)
Low Kick(*)
Swift(*)
Shock Wave(*)
Light Screen(*)

Ice Punch(*)
Fire Punch(*)
Meditate(*)

Thunder Wave(*)
Charge Beam(*)
Psychic(*)


Chikorita*[Petals](F)
Nature: Calm (+1 SpD, -1 Atk)
Type: Grass
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:
Overgrow: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Leaf Guard(DW): In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 2
SpD:Rank 4 (+)
Spe: 45
Size Class: 2
Weight Class: 1
Base Rank Total: 15

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

Attacks: (14)
Tackle(*)
Growl(*)
Razor Leaf(*)
Reflect(*)
Poison Powder(*)
Synthesis(*)
Magical Leaf(*)
Natural Gift(*)

Nature Power(*)
Leech Seed(*)
AncientPower(*)

Energy Ball(*)
Toxic(*)
Protect(*)



Nidoran M: Odin (M)
Nature: Quiet: Adds * to Special 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.

Type:

Poison: 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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 43 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Abilities:

Poison Point: (Can be Disabled) This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's attacks that inflict regular poison will inflict Toxic poison (with the same chance of effect).
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
Hustle: (DW): (Can be Enabled, Locked) 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.

Attacks: (16)

Leer
Peck
Focus Energy
Horn Attack
Double Kick
Poison Sting
Fury Attack
Helping Hand
Flatter
Toxic Spikes

Counter
Disable
Endure

Ice Beam
Thunderbolt
Sludge Bomb
Dig


Shinx: Cleo (F)
Nature: Brave: Adds * 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.

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.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 39 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 2/9
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
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as an Action, and will affect all opponents.
Guts: (DW): (Innate, Locked) 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.

Attacks: (16)

Tackle
Leer
Charge
Spark
Bite
Roar
Swagger
Crunch
Wild Charge

Magnet Rise

Fire Fang
Ice Fang
Helping Hand

Toxic
Thunder Wave
Return


Okay, the order goes as:

TalkingLion sends out their first Pokemon and states its ability.
EndQuote sends out their first Pokemon, states its ability, and issues actions.
TalkingLion issues actions.
Then I ref.

Good luck!
 
#3
Go, Cleo! Use Intimidate!
(Battle of the electric-types. Epic.)
Start off with a Toxic, to inflict some good residual damage, then use Fire Fang on Elekid's arm and don't let go!
While you're hanging on, use Crunch to bite down hard! Keep hanging onto Elekid, maybe you can hinder his movement!
If an action fails, push it back.
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#5

Sparkplug (M)
HP: 90
EN: 100
Stat: N/A
Other: N/A
Ability: Static

Cleo (F)
HP: 90
EN: 100
Stat: -10% Eva
Other: N/A
Ability: Intimidate

Round 1 - Bam!

Here we are at the ASB arena for a quick and dirty electric-type fight! There's Sparkplug all pumped up to go, but he's crapping his pants when Cleo enters the field! Ohohoho! Looks like her mighty Intimidate roar has thrown Sparkplug off his feet already! But... the battle hasn't even started yet. Now would you look at that? TalkingLion is peptalking his scared little Sparkplug into fighting! A small nod can be seen and Sparkplug immediately settles himself on the ASB tournament's ground and Meditates in piece, effectively eliminating the earlier Intimidate! This kinda means he's one action behind though... but will it matter? Cleo laughs at how Sparkplug is just sitting there and launches a Toxic assault. The air around the electrics turn into a radiant purple. Uh-oh! Sparkplug seems to have breathed some of the air in and has become toxified! This toxic gas is immediately taking its toll on Sparkplug, but it's only at its first stage degree. Nothing to worry about... yet.

Now prepped, Sparkplug immediately launches himself at Cleo with a Quick Attack. The collision causes both monsters to fall onto the ground, with Sparkplug on top and Cleon on bottom. Cleo smiles at the situation and sees Sparkplug's lingering left arm... huh? I can see that Cleo attempted to launch a Fire Fang onto Sparkplug's left arm... but she just she happened to "miss"! Unbelievable! At the end, there's Sparkplug coughing up some bad poison, though it's nothing serious.
and CRUNCH! Would you look at that? Cleo has just snapped a Fire Fang onto that arm! It's burning with forceful delight, though no real burn is inflicted. Sparkplug attempts to back off, but the fangs keep the boy in still position. It seems Sparkplug is in a pretty bad position - he's even coughing up toxic!


Like a man fighting for his life, Sparkplug repeatedly Low Kicks Cleo in the groin area, where-ever that is. This causes the female electric to make funny, but not really appropriate, noises! However, that doesn't mean Cleo is done - she rushes right back into the fray and Crunches Sparkplug's left arm! Ouch! You hear that snap? We might seriously need a PokeDoctor here soon! There's even some blood dropping out of Sparkplug's... ears? This must be the effect of the Toxic!

So far, it seems both foes are evenly matched, except with the intensity of the toxic going up for Sparkplug, but at least he has barely more energy than Cleo. Speaking of Cleo, she seems to be during mighty fine! Keep up the good work, girl!

Calculations

Pre-round:
Cleo's Intimidate activated!
-1 Atk (Sparkplug) (Locked)

Action 1
Sparkplug (Meditate): [5 EN]
+1 Atk (Sparkplug) (Locked)
Cleo (Toxic): [7 EN]
RNG Roll (To-Hit) [<=900 Yes]: 386/1000 (Yes)
Sparkplug became badly poisoned!

Post-action:
-1 HP (Sparkplug)

Action 2
Sparkplug (Quick Attack): [3 EN]
RNG Roll (To-Crit) [<=63 Yes]: 695/1000 (No)
(4+3) = [7 DMG]
Cleo (Fire Fang): [5 EN]
RNG Roll (To-Hit) [<=950 Yes]: 959/1000 (No)
The attack missed!

Post-action:
-1 HP (Sparkplug)

Action 3
Sparkplug (Low Kick): [6 EN]
RNG Roll (To-Crit) [<=63 Yes]: 624/1000 (No)
(4+3) = [7 DMG]
Cleo (Crunch): [6 EN]
RNG Roll (To-Crit) [<=63 Yes]: 980/1000 (No)
(8+3) = [11 DMG]
RNG Roll (To-Lower Def) [<=200 Yes]: 582/1000 (No)

Post-action:
-1 HP (Sparkplug)

Sparkplug (M)
HP: 76
EN: 86
Stat: -1 Atk (Locked), +1 Atk (Locked)
Other: Toxic (2)
Ability: Static

Cleo (F)
HP: 76
EN: 82
Stat: -10% Eva
Other: N/A
Ability: Intimidate

TalkingLion issues actions.
EndQuote issues actions.
I ref.
 
#7
Great job, Cleo!
Lead off with a Fire Fang, then grab Elekid with Crunch and drag him into the air with Magnet Rise, before releasing Crunch so he falls to the ground for (hopefully) solid damage!

Fire Fang ~ Crunch/Magnet Rise (And drop) Combo ~ Cooldown...or Crunch if Static hax occurs
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#8

Sparkplug (M)
HP: 76
EN: 86
Stat: -1 Atk (Locked), +1 Atk (Locked)
Other: Toxic (2)
Ability: Static

Cleo (F)
HP: 76
EN: 82
Stat: -10% Eva
Other: N/A
Ability: Intimidate

Round 2 - Smack!

It appears to Sparkplug that stats will be the way to win. Sparkplug Leers angrily toward Cleo, who clutters onto herself in fear. Aha! This appears to have lowered her defense by one stage! There's EndQuote cheering Cleo on and she's back on her feet! She rushes in and crushes Sparkplug's right arm with a solid Fire Fang strike. The flames of Hades burn death into Sparkplug, but alas, there appears to be no permanent burn mark. There is, however, a permanent toxic mark increasing throughout Sparkplug's veins!

Angry at the attack, Sparkplug leaps onto Cleo and smashes her face with a mugging Ice Punch! Cleo's face becomes as clear as aqua, though the fragile ice easily breaks off and reveals some quite soft, chewy skin! By then, Cleo latches upon Sparkplug's left arm with a Crunch and Magnet Rises to as high as Magnet Rise can go. With a roll of a random number 4-8, well, it appears to be 5, Cleo drops the poor sucker dry! BUMP! Looks like Sparkplug just got dropped!

Sadly, this leaves Cleo quite vulnerable this action. Her tiredness lowers her floatiness to almost near the ground, which is easily reachable by Sparkplug. The mighty warrior leaps forward and smacks the lady with a Fire Punch to the cheek! The burns flick everywhere although no real burn is inflicted. This does wake the oh-so-tired Cleo up, who prepares for the next round just like Sparkplug is doing!

During this round, it appears that Sparkplug has took quite a beating; however, he's still packed with energy! On the other hand, Cleo has the HP advantage, though the combo has ate up a good portion of her energy. How will this play out in the future? It's only next time we'll find out!

Calculations

Action 1
Sparkplug (Leer): [5 EN]
-1 Def (Cleo) (Locked)
Cleo (Fire Fang): [5 EN]
RNG Roll (To-Hit) [<=950 Yes]: 572/1000 (Yes)
RNG Roll (To-Crit) [<=63 Yes]: 75/1000 (No)
(7+3) = 10 damage
RNG Roll (To-Burn) [<=100 Yes]: 884/1000 (No)

Post-action:
-2 HP (Sparkplug)

Action 2
Sparkplug (Ice Punch): [6 EN]
RNG Roll (To-Crit) [<=63 Yes]: 918/1000 (No)
(8+3) + 1.75 = 12.75 ~ [13 DMG]
RNG Roll (To-Freeze) [<=100 Yes]: 752/1000 (No)
Cleo (Crunch + Magnet Rise): [6+5 x 1.5 = 17 EN]
RNG Roll (To-Crit) [<=63 Yes]: 763/1000 (No)
(8+3) = [11 DMG]
An additional 5 damage is met. [16 DMG]
RNG Roll (To-Lower Def) [<=200 Yes]: 723/1000 (No)

Post-action:
-2 HP (Sparkplug)

Action 3
Sparkplug (Fire Punch): [6 EN]
RNG Roll (To-Crit) [<=63 Yes]: 271/1000 (No)
(8+3) + 1.75 = 12.75 ~ [13 DMG]
RNG Roll (To-Freeze) [<=100 Yes]: 234/1000 (No)
Cleo (Combo Cooldown)

Post-action:
-2 HP (Sparkplug)

Sparkplug (M)
HP: 44
EN: 69
Stat: -1 Atk (Locked), +1 Atk (Locked)
Other: Toxic (3)
Ability: Static

Cleo (F)
HP: 50
EN: 60
Stat: -10% Eva, -1 Def (Locked)
Other: Magnet Rise (5a)
Ability: Intimidate

EndQuote issues actions.
TalkingLion issues actions.
I ref.
 
#9
That was fun, Cleo!
Now let's finish him off!
Fire Fang ~ Crunch ~ Crunch
IF on any action you have more HP than Elekid, use Return instead.
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#11
the craziness that is uni is over for now so yeah. also don't vm me to ref this or that when it's weekday... it just frustrates me more than helps.

Sparkplug (M)
HP: 44
EN: 69
Stat: -1 Atk (Locked), +1 Atk (Locked)
Other: Toxic (3)
Ability: Static

Cleo (F)
HP: 50
EN: 60
Stat: -10% Eva, -1 Def (Locked)
Other: Magnet Rise (5a)
Ability: Intimidate

Round 3 - Smash!

Sparkplug unleashes a triple barrage of Fire Punches that roll these numbers:

820 578 980 411 575 220

meaning no crits or burns. Meanwhile, Cleo clips onto Sparkplug with a crispy Fire Fang and a double Crunch, almost cracking that electroman into bits.

Fire Fang rolls:

152 313 998

so it hits but has no other effects.

The two Crunches roll:

988 648 747 624

so nothing special happens.

Calculations

Action 1
Sparkplug (Fire Punch): [6 EN]
(8+3) + 1.75 = 12.75 ~ [13 DMG]
Cleo (Fire Fang): [5 EN]
(7+3) = 10 damage

Post-action:
-3 HP (Sparkplug)

Action 2
Sparkplug (Fire Punch): [10 EN]
(8+3) + 1.75 = 12.75 ~ [13 DMG]
Cleo (Crunch): [6 EN]
(8+3) = [11 DMG]

Post-action:
-3 HP (Sparkplug)

Action 3
Sparkplug (Fire Punch): [14 EN]
(8+3) + 1.75 = 12.75 ~ [13 DMG]
Cleo (Crunch): [10 EN]
(8+3) = [11 DMG]

Post-action:
-3 HP (Sparkplug)

Sparkplug (M)
HP: 3
EN: 39
Stat: -1 Atk (Locked), +1 Atk (Locked)
Other: Toxic (4)
Ability: Static

Cleo (F)
HP: 11
EN: 39
Stat: -10% Eva, -1 Def (Locked)
Other: Magnet Rise (2a)
Ability: Intimidate

TalkingLion issues actions.
EndQuote issues actions.
I ref.
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#14

Sparkplug (M)
HP: 3
EN: 39
Stat: -1 Atk (Locked), +1 Atk (Locked)
Other: Toxic (4)
Ability: Static

Cleo (F)
HP: 11
EN: 39
Stat: -10% Eva, -1 Def (Locked)
Other: Magnet Rise (2a)
Ability: Intimidate

Round 4 - Pow!

If only Sparkplug had STAB... Poor guy.

Also, Sparkplug outspeeds Cleo and could've KOed the fello with an elemental punch so the ref questions why that wasn't used. hehehe. Cleo has no priority attacks so there's nothing to be afraid of. In addition, since Toxic would've killed off Sparkplug, Cleo could have Charged or Chill to be more beneficial. Just some nitpicks. ^_^

Calculations

Action 1
Sparkplug (Quick Attack): [3 EN]
RNG Roll (To-Crit) [<=63 Yes]: 313/1000 (No)
(4+3) + 1.75 = 8.75 ~ [9 DMG]
Cleo (Bite): [4 EN]
RNG Roll (To-Crit) [<=63 Yes]: 572/1000 (No)
(6+3) = [9 DMG]
Sparkplug fainted!

Sparkplug (M)
HP: KOed
EN: KOed
Stat: N/A
Other: N/A
Ability: Static

Cleo (F)
HP: 2
EN: 35
Stat: -10% Eva, -1 Def (Locked)
Other: Magnet Rise (1a)
Ability: Intimidate

TalkionLion's next Pokemon (I can do this).
EndQuote issues actions.
TalkingLion issues actions.
I ref.

--------

GO PETALS!


Overgrow!

go end
 
#15
Alright, Cleo, you are really, really low on health, so I want you to do something for me, okay?
Quickly use Toxic on the earth beneath your feet, as Petals closes in for the kill.
Even though you are slower, this should take less time than for Chikorita to attack.
If Petals gets too close to that spot of toxins, maybe it will inhale the fumes and become poisoned?
Use Ice Fang for all remaining actions, if our opponent decides to...not...KO you...for some reason.

Luckily for us, Odin is immune to poison. :)
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#17

Petals (F)
HP: 90
EN: 100
Stat: N/A
Other: N/A
Ability: Overgrow

Cleo (F)
HP: 2
EN: 35
Stat: -10% Eva, -1 Def (Locked)
Other: Magnet Rise (1a)
Ability: Intimidate

Round 5 - Slice!

As Cleo attempts to be smart and spout toxic gas around herself, the newcomer Petals fires off a string of Magical Leafs that cut Cleo some slack! Ding-ding-ding! Cleo has fainted!


Petals (F)
HP: 90
EN: 97
Stat: N/A
Other: N/A
Ability: Overgrow

Cleo (F)
HP: KOed
EN: KOed
Stat: N/A
Other: N/A
Ability: Intimidate

Arena: Toxic gas remains around Cleo's spot for 3 actions

EndQuote's next Pokemon (I can do this).
TalkionLion issues actions.
EndQuote issues actions.
I ref.

--------

GO ODIN!


End shall choose the ability when he posts, but both are pretty irrelevant unless Petals uses Tackle/Razor Leaf then Poison Point would be the ideal one...

go lion!
 
#18
Nice work Petals! First, Leech Seed Odin to get some constant damage and healing in. Protect against his next action and get some damage in there with AncientPower!
 
#19
Odin, use Poison Point, but keep it disabled for now.

Start off with a super-effective Sludge Bomb. If possible, use the toxic goo to absorb some of the Leech Seed. If this isn't possible, just try to do as much damage as possible.

Next, while Chikorita is busy hiding behind a Protect, use Focus Energy.

Finally, Double Kick Chikorita, and try to knock it into the poisoned spot.
According to the Data Audit Thread, Focus Energy should cause multi-hit moves to crit.
Cool. XD
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#20

Petals (F)
HP: 90
EN: 97
Stat: N/A
Other: N/A
Ability: Overgrow

Odin (M)
HP: 90
EN: 100
Stat: N/A
Other: N/A
Ability: Poison Point (Deactivated)

Arena: Toxic gas remains around Cleo's spot for 3 actions

Round 6 - Pow!

Welcome, Odin! Petals's been waiting for you! Interesting how the lady's faster than you though...

And she's definitely not backing down without a fight, despite the type disadvantage! Petals begins by Leech Seeding little Odin with a flurry of mean seeds. They attach quickly, glow green, and entangle the creature without mercy! Odin shakes the thought of being seeded off and fires a super effective Sludge Bomb at Petals's face. The mess of a sludge droops down Petals's face, though no sight of poison can be seen. Hey! It seems like the Leech Seed is taking some effect! Petals seems to have recovered a minor amount of HP, though the opposite can be said to Odin.

Right after, Petals puts up a Protect that divides both her and Odin. Stalling it seems... and Odin is having none of it! He focuses his energy, allowing him to improves his chances of critical hits. Now let's see if any BSHAX happens! The Leech Seed is not leaving Odin alone though - it's just sapping away like a happy happy leech!

Now ready to face her foe, our lovely dear Petals steps into the fray and summons an AncientPower! The meteorite-like rocks slam into Odin with incredible might. Sadly, that's all it really did. Odin muscles his way out of the rocks and leaps upon the little girl as if he's a kidnapper in the dark alley. Two kicks. Yes. A DOUBLE KICK HAPPENED! Apparently the little, pathetic kicks didn't really push the Grass-type far enough though - can you say "GET MORE BASE ATTACK POWER FOO"? And then maybe it would've happened. :) It's a pity too - the Toxic gas has cleared up! Oh and hi Leech Seed, thanks for sapping Odin and healing Petals. Bye!

Calculations

Action 1
Petals (Leech Seed): [9 EN]
(428/1000 = hit)
Odin (Sludge Bomb): (9+3-1.5) x 1.5 = 15.75 ~ [16 DMG/6 EN]
(647/1000 = no crit) (462/1000 = no poison)

Post-action:
+3 HP (Petals)
-3 HP (Odin)

Action 2
Petals (Protect)
Odin (Focus Energy): [5 EN]
Petals (Protect): [7 EN]

Post-action:
+3 HP (Petals)
-3 HP (Odin)

Action 3
Petals (AncientPower): (6+0) = [6 DMG/4 EN]
(792/1000 = no crit) (351/1000 = no effect)
Odin (Double Kick): ((3x2)-1.5) = 4.5 ~ [5 DMG/4 EN]
(547/1000 = no crit) (391/1000 = no crit)

Post-action:
+3 HP (Petals)
-3 HP (Odin)


Petals (F)
HP: 78
EN: 77
Stat: N/A
Other: N/A
Ability: Overgrow

Odin (M)
HP: 75
EN: 85
Stat: N/A
Other: Leech Seed (3a), Focus Energy (5a)
Ability: Poison Point (Deactivated)

Arena: N/A

EndQuote issues actions.
TalkingLion issues actions.
I ref.
 
#21
Keep it up, Odin!
Go for some serious damage!
Sludge Bomb ~ Ice Beam ~ Sludge Bomb
IF he uses Protect, Chill on that action and push actions back.

Also, I thought they would crit. :(
"Focus Energy: The Pokémon charges an aura that guides the user to an opponent’s weak point, increasing the Pokemon's critical hit stage by one (1) for the next six (6) actions. If combined with a move that has a high critical hit ratio, that move will always score a critical hit. If combined with a multi-hit move, each hit will score a critical hit."
EDIT: Oh, wait, that probably means in a combination. Nevermind.
 
#22
Nice work Petals! Now attack it with a Nature Power to get some damage in. Then, fire off an AncientPower in hopes of getting your stats raised. And finally, Protect against his last move to avoid getting damaged!
EDIT: Mistake fixed. Sorry for the inconvenience.
 

Flora

Yep, that tasted purple!
is a Site Staff Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
#23
(Reading the arena description, it's mostly... dirt, with some water. Haha, Petals gets Earthquake. How lucky!)

(And indeed, it needs a multi-hit combo for auto crit.)

Petals (F)
HP: 78
EN: 77
Stat: N/A
Other: N/A
Ability: Overgrow

Odin (M)
HP: 75
EN: 85
Stat: N/A
Other: Leech Seed (3a), Focus Energy (5a)
Ability: Poison Point (Deactivated)

Arena: N/A

Round 7 - Whack!

Okay so I have to omit flavor for this round - blame the people who stopped reffing. A_A

Calculations

Action 1
Petals (Nature Power Earthquake): (10-1.5) x 1.5 = 12.75 ~ [13 DMG/9 EN]
(886/1000 = no crit)
Odin (Sludge Bomb): (9+3-1.5) x 1.5 = 15.75 ~ [16 DMG/6 EN]
(783/1000 = no crit) (3/1000 = poison)
Petals became badly poisoned! (Due to Poison Point's deactivation effect.)

Post-action:
+3 HP (Petals)
-3 HP (Odin)
-1 HP (Petals)

Action 2
Petals (AncientPower): (6+0) = [6 DMG/4 EN]
(615/1000 = no crit) (499/1000 = no effect)
Odin (Ice Beam): (10-1.5) x 1.5 = 12.75 ~ [13 DMG/7 EN]
(967/1000 = no crit) (367/1000 = no freeze)

Post-action:
+3 HP (Petals)
-3 HP (Odin)
-1 HP (Petals)

Action 3
Petals (Protect)
Odin (Chill): [Failed]
Petals (Protect): [7 EN]

Post-action:
+3 HP (Petals)
-3 HP (Odin)
-1 HP (Petals)
Leech Seed ended.

Petals (F)
HP: 55
EN: 57
Stat: N/A
Other: Toxic (2)
Ability: Overgrow

Odin (M)
HP: 53
EN: 72
Stat: N/A
Other: Focus Energy (2a)
Ability: Poison Point (Deactivated)

Arena: N/A

TalkingLion issues actions.
EndQuote issues actions.
I ref.
 
#25
Chill shouldn't have worked either, though I don't really know why I'm pointing this out. XD

Start off with a Sludge Bomb, and, again, it'd be nice if you could deflect the Leech Seed with it. If not, just try to hit hard.
Then, Disable Nature Power.
Finish up with a final Sludge Bomb.
 
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