Completed TalkingLion vs Rajaion Tagami in a Castform's paradise!

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#1
So, we just broke in to a top-secret weather laboratory to have a Pokemon battle? Seriously ASB, why do you allow these things to happen? -.-

It's been a while, I'd like a battle.

4v4 NFE Doubles
Challenger Chooses Arena
3 day DQ (feel free to change it)
2 recoveries/ 5 chills (per mon)/ 2 subs (per phase)
All abilities
training items only
Sure, I'll take it Rajaion Tagami.

Switch=KO
Arena: The Weather Institute
At the beginning of each round, each weather (Sand, Rain, Sun, Hail) has a 25% chance of being used for that round. Weather inducing moves (Sandstorm, Rain Dance, Sunny Day, Hail) will not change the weather.
Well, it looks like we're in for a long match, folks! Let's go ahead and see the teams!
TalkingLion said:

Mime Jr.[Clown](M)
Nature: Modest (+1 SpA, -1 Atk)
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.

Abilities:
Soundproof (Innate): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.
Filter (Innate): This Pokemon has a special energy barrier that reduces the Base Attack Power of any opponent’s super-effective attack by two (2).
Technician(DW) (Can be enabled): 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.

Stats:
HP: 80
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Attacks: (20)
Tickle
Barrier
Confusion
Copycat
Meditate
Encore
Doubleslap
Mimic
Light Screen
Reflect
Psybeam
Safeguard

Confuse Ray
Hypnosis
Nasty Plot

Thunderbolt
Shadow Ball
Psyshock
Double Team
Solarbeam

Skorupi[Scorpio](M)
Nature: Adamant (+1 Atk, -1 SpAtk)
Type: Poison/Bug
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.
Bug: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.

Abilities:
Battle Armor (Innate): This Pokemon’s thick armor prevents it from taking critical hits.
Sniper (Innate): This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Keen Eye(DW) (Can be enabled): 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 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 1/6
MC: 0
DC: 1/5

Attacks:(14)
Bite
Poison Sting
Leer
Knock Off
Pin Missile
Acupressure
Scary Face

Poison Tail
Night Slash
Confuse Ray

AerialAce
X-Scissor
Toxic
Dig

Rebble[Paleolithic]
Nature: Modest (+1 SpA, -1 Atk)
Type: Rock
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.


Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (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 multi-hit attacks is increased by two (2).
Mold Breaker (DW): (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.)

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (-)
SpD: Rank 2
Spe: 90
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 3/9
MC: 2
DC: 2/5

Attacks: (14)
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem

Flamethrower
Shadow Ball
Energy Ball

Earth Power
Heat Wave
Vacuum Wave
Double Team

Whismur [Vocal] (M)
Nature: Quiet (+1 SpA, -15% Speed, -10% Evasion)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


Abilities:
Sounproof
(Innate): Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Rattled(Innate): These Pokemon are more easily frightened by Ghost-, Bug-, and Dark-typed attacks and will raise their Speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 1
Spe: 24 (-)
Size Class: 1
Weight Class: 2
Base Rank Total: 11

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

Attacks:(12)
Pound
Upproar
Howl
Astonish
Supersonic
Stomp
Hyper Voice

Extrasensory
Fake Tears
Endeavor

Ice Beam
Flamethrower
Shadow Ball
Rajaion Tagami said:

Venonat(*) Mera (F)
Nature: Bold (+1 Def, -1 Atk)

Type: Bug/Poison
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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.

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Run Away (DW): (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.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 45
Size Class: 2
Weight Class: 3
Base Rank Total: 12

EC: 1/6
MC: 0
DC: 1/5

Attacks:
Total:17
Tackle (*)
Disable (*)
Foresight (*)
Supersonic (*)
Confusion (*)
PoisonPowder (*)
Leech Life (*)
Stun Spore (*)
Psybeam (*)
Signal Beam
Psychic

Toxic Spikes (*)
Baton Pass (*)
Giga Drain (*)

Venoshock (*)
Struggle Bug (*)
Substitute (*)


Natu (*) Hoimi (F)
Nature: Modest (+1 SpA, -1 Atk)

Type: Psychic/Flying
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.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Magic Bounce (DW): (Innate) This Pokemon has a Psychic sense that allows it to ward off non-damaging attacks as soon as they are launched, directing them back at the opponent.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 1/6
MC: 0
DC: 1/5

Attacks:
Total: 16
Peck (*)
Leer (*)
Night Shade (*)
Teleport (*)
Lucky Chant (*)
Miracle Eye (*)
Me First (*)
Confuse Ray (*)
Ominous Wind
Psychic

FeatherDance (*)
Roost(*)
Refresh(*)

Psyshock(*)
Light Screen (*)
Reflect(*)


Aron (*) Iora (M)
Nature: Careful (+1 SpD, -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.

Abilities:
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.
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 (DW): (Innate)
The Pokemon's body structure is immensely dense, doubling its weight. Additionally the Base Attack Power of full contact attacks [Avalanche, Brave Bird, Body Slam, Bounce, Double-Edge, Dragon Rush, Extremespeed, Flare Blitz, Giga Impact, Headbutt, Head Charge, Head Smash, Heat Crash, Heavy Slam, Hi Jump Kick, Ice Ball, Iron Head, Jump Kick, Outrage, Petal Dance, Quick Attack, Revenge, Rollout, Slam, Spark, Steamroller, Submission, Superpower, Tackle, Take Down, Thrash, V-create, Volt Tackle, Waterfall, Wood Hammer, and Zen Headbutt is increased by two (2).] Seismic Toss, Vital Throw, and Circle Throw will fail against this Pokemon unless the user is a Fighting-type.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 30
Size Class: 1
Weight Class: 4 (60 kg)
Base Rank Total: 15

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

Attacks:
Total: 17
Tackle (*)
Harden(*)
Mud-Slap (*)
Headbutt (*)
Metal Claw(*)
Iron Defense(*)
Roar(*)
Take Down(*)
Metal Burst
Double Edge

Head Smash (*)
Stealth Rock(*)
Iron Head (*)

Bulldoze(*)
Shadow Claw(*)
Rock Polish (*)


Timburr Zamza (M)
Nature: Adamant (+1 Atk, -1 SpA)

Type: Fighting
Fighting
: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

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 (DW): (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)

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 0 (-)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 13

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

Attacks:
Total: 14
Pound
Leer
Focus Energy
Bide
Low Kick
Rock Throw
Wake-Up Slap
Chip Away

Drain Punch
Mach Punch
Wide Guard

Payback
Rock Slide
Taunt
Before we start, let's find out what weather we begin with!
RNG roll (for weather, 1-25 rain 26-50 sun 51-75 hail 76-100 sandstorm) 30 = Sun!

Begin the match!

Rajaion Tagami sends out his first pair with items
TalkingLion sends out his first pair with items and actions
Rajaion Tagami makes his actions
I ref

 
#3
Vocal and Paleolithic got dis, and Paleolithic has an Amulet Coin.

Vocal:
Flamethrower Iora ~ Supersonic Iora ~ Flamethrower Iora

Paleolithic:
Power Gem Mera ~ Double Team (4 Clones) ~ Heat Wave
 
#4
Very well then.
Iora:
Head Smash+Iron Head Combo on Paleolithic~Cooldown~Metal Burst Vocal
Mera:
Giga Drain Paleolithic~Struggle Bug~Poison Powder Vocal
 
#5
You know, I've always thought that Castform's Sun form was the cutest :3

Speed order Paleolithic -> Mera -> Iora -> Vocal
Pre-Round stats:

Paleolithic
HP: 90
EN: 100

Vocal
HP: 100
EN: 100

Mera
HP: 90
EN: 100

Iora
HP: 90
EN: 100

D'awww! They're everywhere!!
Action 1
Power Gem -> Mera (4 EN)
RNG roll (to crit, 1/16 crit) 9 = no crit
(7+3+(4-2)1.5)(1.5) = 19.5 DMG

Giga Drain -> Paleolithic (12 EN)
RNG roll (to crit) 1 = crit
(8+3+(2-2)1.5)(1.5) = 16.5 DMG = 8.25 recovery

Flamethrower -> Iora (7 EN)
RNG roll (to crit) 5 - no crit
RNG roll (to burn, <=10/100 burn) 86 = no burn
(10+3-1+(3-3)1.5) = 12 DMG

Iron Smash -> Paleolithic (23 EN) - Rock-type move
RNG roll (to crit) 6 = no crit
(22+3+(3-2)1.5) = 26.5 DMG

Action 2
Paleolithic used Double Team (16 EN)
Paleolithic made 4 clones!

Struggle Bug -> Both (2 EN)
Paleolithic: RNG roll (to hit) = irrelevant
RNG roll (to crit) 6 = no crit
((4x.75)+3) = 6 DMG
Paleolithic's SpA fell!
The clones dissipated!
Vocal: RNG roll (to crit) 3 = no crit
(3+3+(2-1)1.5) = 7.5 DMG
Vocal's SpA feel!

Iora must cooldown!

Supersonic -> Iora (3 EN)
RNG roll (to hit, <=55 hit) 70 = miss
The attack missed!

Action 3
Heat Wave -> Both (7 EN)
Mera: RNG roll (to hit, <=90 hit) 10 = hit
RNG roll (to crit) 9 = no crit
RNG roll (to burn, <=10 burn) 62 = no burn
((10x.75)+3+3)(1.5) = 20.25 DMG
Iora: RNG roll (to hit) 68 = hit
RNG roll (to crit) 11 = no crit
RNG roll (to burn) 28 = no burn
(7.5+3+1.5-1) = 11 DMG

Poison Powder -> Vocal (6 EN)
Vocal was poisoned!

Metal Burst -> Vocal (9 EN)
(11x1.25) = 13.75 DMG

Flamethrower -> Iora (7 EN)
RNG roll (to crit) 2 = no crit
RNG roll (to burn) 51 = no burn
(10+3-1+(3-3)1.5) -1.75 = 10.25 DMG

Poison -> Vocal (2 DMG)


No time for flavor now, but I'll put some in next round

Post-Round stats:

Paleolithic
HP: 41
EN: 73
-1 SpA

Vocal
HP: 77
EN: 83
-1 SpA
Poisoned (2 DPA)

Mera
HP: 58
EN: 80

Iora
HP: 57
EN: 68

RNG roll (for weather) 20 = Rain
 
#6
I was hoping Iron Smash would become a steel typed Head Smash, oh well.
anyway, actions.
Iora:
Metal Claw(Paleolithic)~Headbutt (Vocal)~Iron Head (Paleolithic)
-If Paleolithic uses Earth Power on Iora change that action to dodge
Mera:
Venoshock(Vocal)~Struggle Bug~Giga Drain(Paleolithic)
 
#7
To get rid of your confusions, Head Smash's combination type is Force, while Iron Head's is Elemental. Since Force is more powerful than Elemental, it becomes a Rock-type move, as you can see towards the bottom of the page here
 
#8
Oh snap technicalities :0

Vocal:
Fake Tears Mera ~ Hyper Voice Mera ~ Extrasensory Mera

Paleolithic:
Mud Shot Iora ~ Power Gem Mera ~ Mud Shor Iora

Technician :D
 
#9
Gaaah sorry for the late reffing. I guess it sorta fell out of my queue ^^;

Pre-Round stats:

Paleolithic
HP: 41
EN: 73
-1 SpA

Vocal
HP: 77
EN: 83
-1 SpA
Poisoned (2 DPA)

Mera
HP: 58
EN: 80

Iora
HP: 57
EN: 68

So yea, let's go!
Action 1
Mud Shot -> Iora (6 EN)
RNG roll (to hit, <=95 hit) 10 = hit
RNG roll (to crit) 7 = no crit
(9+(4-3)1.5-1)(2.25) -1.75 = 19.625 DMG
Iora's Speed fell!

Venoshock -> Vocal (7 EN)
RNG roll (to crit) 1 = crit
(13+3+3+(2-1)1.5) = 20.5 DMG

Fake Tears -> Mera (6 EN)
Mera's SpD harshly fell!

Metal Claw -> Paleolithic (3 EN)
RNG roll (to hit, <=95 hit) 36 = hit
RNG roll (to raise Atk, <=10 raise) 35 = no raise
(5+3+(3-2)1.5)(1.5) = 14.25 DMG

Toxic -> Vocal (2 DMG)

Action 2
Power Gem -> Mera (4 EN)
RNG roll (to crit) 15 = no crit
(7+3+(4-2)1.5)(1.5) +1.75 = 21.25 DMG

Struggle Bug -> Both (2 EN)
Paleolithic: RNG roll (to crit) 10 = no crit
(3+3) = 6 DMG
Paleolithic's SpA fell!
Vocal: RNG roll (to crit) 11 = no crit
(3+3+(2-1)1.5) = 7.5 DMG
Vocal's SpA feel!

Hyper Voice -> Both (6 EN)
Mera: RNG roll (to crit) 14 = no crit
((9x.75)+3+(3-2)1.5) = 11.25 DMG
Iora: RNG roll (to crit) 14 = no crit
(6.75+3-1+(3-3)1.5)(.44) -3.5 = .35 DMG

Headbutt -> Vocal (5 EN)
RNG roll (to crit) 12 = no crit
(7+3) = 10 DMG

Poison -> Vocal (2 DMG)

Action 3
Mud Shot -> Iora (6 EN)
RNG roll (to hit, <=95 hit) 91 = hit
RNG roll (to crit) 13 = no crit
(9+(4-3)1.5-1)(2.25) -3.5 = 17.875 DMG
Iora's Speed fell!

Giga Drain -> Paleolithic (12 EN)
RNG roll (to crit) 5 = no crit
(8)(1.5) = 12 DMG = 6 recovery

Extrasensory -> Mera (6 EN)
RNG roll (to crit) 15 = no crit
(8+1.5)(1.5) = 14.25 DMG

Iron Head -> Paleolithic (5 EN)
RNG roll = irrelevant
(8+3+1.5)(1.5) = 18.75 DMG
Paleolithic fainted!

Poison -> Mera (2 DMG)


As we enter our second round, Paleolithic digs into the ground and shoots some mud at Iora, doing absolutely massive damage while sending him flying him back! When he stood up, its clear that the mud is all over him, and his Speed is lowered! Soon afterwards, Mera sent out a wave of sludge, which shocks Vocal, especially since she's now poisoned, the power doubled! Well, it appears that that attack really hurt, because Vocal began to cry! Wait a minute, those tears are fake, and its just to lower Mera's defenses! Now able to move again, Iora drapes his claws in metal and slashes at Paleolithic!

Next, Paleolithic gathers up a bunch of gems and flings them at Mera, hitting her for super effective damage once again! Mera than throws out another Struggle Bug, making TalkingLion's team's SpA fall yet again! Shaking off the damage from Mera's attack, Vocal took a deep breath in a- FUS RO DAH! Yea... that just happened. Looks like Mera took a huge hit from that, but Iora didn't seem to be phased in the slightest! Continuing on, Iora charged at Vocal and headbutted her, dealing a good amount of damage!

On the verge of fainting, Paleolithic calls on Shor, but all that comes out is a Mud Shot, dealing so much damage and slowing down Iora again! Very low on HP, Mera picks up his feelers and drains some more HP from Paleolithic, almost knocking him out! Vocal then used his psychic powers to freak Mera out, dealing a lot of damage, almost putting him in KO range too! Finally wanting to get rid of an enemy, Iora cloaks himself in iron yet again and dashes head-first into Paleolithic, sending him flying across the field, knocking him out instantly! Looks like Rajaion has the advantage, but can he hold onto it?

Post-Round stats:

Paleolithic
HP: -10
EN: KO

Vocal
HP: 33
EN: 65
-1 SpA
Poisoned (2 DPA)

Mera
HP: 17
EN: 59
-2 SpD

Iora
HP: 19
EN: 60
-2 Spe

RNG roll (for weather) 49 = Sun again!

TalkingLion sends out his next mon and orders first
 
#10
Feh, I thought Mud Shor would have won me the battle....

Sending out Scorpio

Vocal:
Double Extrasensory Combo Mera ~ Cooldown ~ Chill

Scorpio:
Dig Iora ~ Night Slash Iora ~ Bite Iora

Lets even out the sides now!
 
#11
I hope Iora's bulk can pull through that dig...

Iora:
Head Smash (Vocal)~Head Smash/Double Edge Combo(Scorpio)~cooldown
Mera:
Venoshock (Vocal)~Psychic (Scorpio)~Supersonic (Scorpio)
 
#12
DAMN DAMN DAMN. Sorry I've been so late, its been a busy week, and I was sick today... Not fun.

Pre-Round stats:

Scorpio
HP: 90
EN: 100

Vocal
HP: 33
EN: 65
-1 SpA
Poisoned (2 DPA)

Mera
HP: 17
EN: 59
-2 SpD

Iora
HP: 19
EN: 60
-2 Spe

Scorpio -> Mera -> Vocal -> Iora
So many deaths...
Action 2
Scorpio dug underground! (10 EN)

Venoshock -> Vocal (7 EN)
RNG roll (to crit) 13 = no crit
(13+3+(2-1)1.5) = 17.5 DMG

Head Smash -> Vocal (10 EN)
RNG roll (to hit, <=90 hit) 58 = hit
RNG roll (to crit) 15 = no crit
(15+3+3) = 21 DMG
Vocal fainted!

Dig -> Iora
RNG roll (to crit) 16 = no crit
(8+(3-4)1.5-1)(2.25) = 12.375 DMG

Action 2
Night Slash -> Iora (5 EN)
RNG roll (to crit, 1/8 crit) 5 = no crit
(7-1.5-1)(.67) = 3.015

Psychic -> Scorpio (6 EN)
RNG roll (to crit) 7 = no crit
RNG roll (to lower SpD, <=10 lower) 24 = no lower
(8+(2-2)1.5)(1.5) = 12 DMG

Head Smash + Double Edge combo -> Scorpio (33 EN)
RNG roll (to hit, <=90 hit) 54 = hit
RNG roll (to crit) 10 = no crit
(27+3+(3-3)1.5)(1.5) = 45 DMG

Action 3
Bite -> Iora (4 EN)
RNG roll (to crit) 14 = no crit
(6-2.5)(.67) = 2.345 DMG

Supersonic -> Scorpio (4 EN)
RNG roll (to hit, <=55 hit) 63 = miss

Iora must cool down!


As soon as he is released from his Poke Ball, Scorpio immediately digs down underground, and begins to seek out Iora! Meanwhile, Mera gives Vocal, who seems to be charging a massive assault, another nasty shock of venom! Even with his slower speed, Iora is still able to charge straight up to Vocal and smash into her head-first, knocking her out right before she was about to unleash her attack! However, that won't help Iora avoid the attack that Scorpio has been planning, which almost takes him out then and there!

Apparently too afraid to use Dig once again, and apparently thinking that he's a Dark-type, Scorpio cloaks his claws in the power of night, and slashes at Iora... but its not enough, and Iora is still able to fight! Scorpio is then lifted straight up into the air, then slammed back into all of the walls! Its Mera's Psychic! Just then, Iora cloaked itself for another Head Smash... as well as a clear sheen! He then rams straight into Scorpio with the power of not only a Head Smash, but a DoubleEdge too! My god... Scorpio was just plain knocked straight in the air, and didn't come down for almost a minute! That one attack nearly knocked him out!

In a final strike on Iora, Scorpio leaps at Iora and bites him! It looks like Iora's finally going to faint... NOPE. Iora is STILL hanging in there! Mera, laughing at Scorpio's weak-as-fuck attacks, fires off a Supersonic burst of sound, but Scorpio just jumped out of the way!

Post-Round stats:

Scorpio
HP: 33
EN: 81

Vocal
HP: -5.5
EN: KO

Mera
HP: 17
EN: 42
-1 SpD

Iora
HP: 1
EN: 17
-1 Spe

TalkionLion sends out Clown (no post necessary)
Rajaion Tagami orders first
 
#13
What? Iora survived the round?

Iora:
Head Smash (Scorpio)~Chill~Head Smash (Scorpio)
Mera:
Struggle Bug~Psychic (Scorpio)~Struggle Bug
-If Scorpio uses dig to avoid Head Smash, Shadow Claw Clown instead
-If Scorpio uses dig to avoid Psychic, Signal Beam Clown instead

I love Struggle Bug's debuffs and ability to bypass double team, but I doubt I'll get a hit in...
 
#15
I think I'll leave things unchanged, also if by some miracle only one of my pokemon faint just send in Hoimi the Natu at the end of the round. Might as well declare that now...
 
#17
Well, at least the sides will be somewhat even now...

Speed order: Scorpio -> Clown -> Mera -> Iora
Pre-Round stats:

Clown
HP: 80
EN: 100

Scorpio
HP: 33
EN: 81

Mera
HP: 17
EN: 42
-1 SpD

Iora
HP: 1
EN: 17
-1 Spe

Damn hail, pelting me too >.>
Action 1
Knock Off -> Iora (3 EN)
RNG roll (to crit) 16 = no crit
(4-2.5)(.67) = 1.005 DMG
Iora fainted!

Psyshock -> Mera (5 EN)
RNG roll (to crit) 6 = no crit
(8+3+(4-2)1.5)(1.5) = 21 DMG
Mera fainted!

Hail -> All (2 DMG)


Now in the ever-annoying hail, Scorpio rushes up to Iora and swats him, knocking off the item he doesn't have, and also dealing the final strike! Iora finally fainted! Clown then jumped up and sent out a wave of psychic energy, slamming Mera right where it hurts, sending her flying back, KO'ing her too!

Post-Round stats:

Clown
HP: 78
EN: 95

Scorpio
HP: 31
EN: 78

Mera
HP: -4
EN: KO

Iora
HP: 0
EN: KO

Rajaion Tagami automatically sends in Hoimi and Zamza
TalkionLion orders first

RNG roll (for weather) 25 = Rain
 
#18
Hmmm I should probably pay attention to my battles.

Clown:
Psyshock Timburr ~ Psybeam Timburr ~ Psyshock Timburr

Scorpio:
Night Slash Natu ~ Bite Natu ~ Night Slash Natu

I should also probably think more....
 
#19
Those might be good ideas... anyway...
Derupa Hoimi! Derupa Zamza!

Hoimi:
Reflect~Psychic(Scorpio)~Ominous Wind(Clown)
Zamza:
Payback(Clown)~Rockslide~Payback(Clown)
-Sheer Force is on
 
#21
Sorry about that long wait, rehearsals are getting killer.

Pre-Round stats:

Clown
HP: 78
EN: 95

Scorpio
HP: 31
EN: 78

Hoimi
HP: 90
EN: 100

Zamza
HP: 100
EN: 100

Speed order: Hoimi -> Scorpio -> Clown -> Zamza
Gogogo late round!
Action 1
Hoimi used Reflect! (7 EN)
Homi's team is protected by Reflect!

Night Slash -> Hiomi (5 EN)
RNG roll (to crit) 2 = no crit
((7x.67)+(3-2)1.5)(1.5) = 9.285 DMG

Psyshock -> Zamza (5 EN)
RNG roll (to crit) 10 = no crit
(8+3+(4-2)1.5)(1.5) = 21 DMG

Payback -> Clown (7 EN)
RNG roll (to crit) 6 = no crit
(8+(4-2)1.5)(1.5) = 16.5 DMG

Action 2
Psychic -> Scorpio (5 EN)
RNG roll (to crit) 11 = no crit
RNG roll (to lower SpD, <=10 lower) 82 = no lower
(8+3+(4-2)1.5)(1.5) = 21 DMG

Bite -> Hiomi (4 EN)
RNG roll (to crit) 10 = no crit
((6x.67)+(3-2)1.5)(1.5) = 8.28 DMG

Psybeam -> Zamza (4 EN)
RNG roll (to crit) 3 = no crit
RNG roll (to confuse, <=10 confuse)
(7+3+3)(1.5) = 19.5 DMG

Rock Slide -> Both (6 EN)
Scorpio: RNG roll (to hit, <=90 hit) 85 = hit
RNG roll (to crit) 13 = no crit
((10x.75)+(4-3)1.5)(1.5) = 13.5 DMG
Scorpio fainted!
Clown: RNG roll (to hit) 11 = hit
RNG roll (to crit) 14 = no crit
(7.5+3) = 10.5 DMG

Action 3
Ominous Wind -> Clown (5 EN)
RNG roll (to crit) 13 = no crit
RNG roll (to raise all, <=10 raise) 57 = no raise
(4+(4-3)1.5)(1.5) = 8.25 DMG

Psyshock -> Zamza (5 EN)
RNG roll (to crit) 7 = no crit
(8+3+(4-2)1.5)(1.5) = 21 DMG

Payback -> Clown (7 EN)
RNG roll (to crit) 3 = no crit
(8+(4-2)1.5)(1.5) = 16.5 DMG


Sleep > Flavor. Sorry guys.

Post-Round stats:

Clown
HP: 26
EN: 81

Scorpio
HP: -4
EN: KO

Hoimi
HP: 72
EN: 83

Zamza
HP: 38
EN: 80

Reflect (3a)

RNG roll (for weather) 99 = Sandstorm

Make your (probably final) actions, Rajaion Tagami!
 
#22
Well, I guess I'll just finish things up here...
Hoimi:
Night Shade~Ominous Wind~Night Shade
Zamza:
Taunt~Chip Away~Payback
-All actions are targeting clown
 
#24
Well, looks like this will be over soon... And yes, I AM reffing this on time!

Pre-Round stats:

Clown
HP: 26
EN: 81

Hoimi
HP: 72
EN: 83

Zamza
HP: 38
EN: 80

I hate clowns anyways. They're scary as fuck.
Action 1
Night Shade -> Clown (5 EN)
Clown took 10 DMG!

Taunt -> Clown (10 EN)
Clown was taunted!

Super Psyshock -> Zamza (28 EN)
RNG roll (to crit) 10 = no crit
((8x2.25)+3+(4-2)1.5)(1.5) = 36 DMG

Sandstorm -> All (2 DMG)
Zamza fainted!

Action 2

Ominous Wind -> Clown (5 EN)
RNG roll (to crit) 15 = no crit
RNG roll (to raise all) 99 = no raise
(4+(4-3)1.5)(1.5) = 8.25 DMG

Sandstorm -> Both (2 DMG)

Action 3
Night Shade -> Clown (5 EN)
Clown took 10 DMG!
Clown fainted!
Rajaion Tagami wins!


As we begin our final round, Hoimi swamps the entire field with the aura of the night, dealing quite a bit of damage to Clown! Then, Zamza picks up his wooden blocks and starts cursing out Clown, thoroughly enraging him! Clown really takes it out on Zamza now, and he unleashes a giant wave of psychic energy, shocking him enough so that he almost fainted on the spot! Looks like the sandstorm will be the one that actually does him in though, and we're down to a 1v1 match!

As Clown sits there, recovering from his combo, Hoimi sends out another ominous wind, but Clown's filter keeps it from damaging him too much, and both survive the round!

And then, Hoimi sends out another Night Shade, and Clown dies. Kthnxbai.


Post-Round stats:

Clown
HP: -6
EN: KO

Hoimi
HP: 68
EN: 73

Zamza
HP: 0
EN: KO

Rewards tiem!

Rajaion Tagami gets 2 CC and a win!
Mera gets 1 EC, 2 MC, and 1 DC
Iora gets 1 EC, 2 MC, 1 DC, and 2 KOC
Zamza gets 1 EC, 2 MC, 1 DC, and 1 KOC
Hoimi gets 1 EC, 2 MC, 1 EC, and 1 KOC

TalkionLion gets 3 CC (+1 from Amulet Coin) and a loss!
Paleolithic gets 1 EC, 2 MC, and 1 DC
Vocal gets 1 EC, 2 MC, and 1 DC
Scorpio gets 1 EC, 2 MC, 1 DC, and 1 KOC
Clown gets 1 EC, 2 MC, 1 DC, and 2 KOC

I gets-a 9 UCzzzz!

Great game guys, and thanks for letting me ref!
 
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