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Completed TalkingLion vs Solstice

Discussion in 'ASB' started by Lord Jesseus, Nov 14, 2011.

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  1. Lord Jesseus

    Lord Jesseus

    Joined:
    Jul 2, 2009
    Messages:
    3,957
    2v2 Doubles
    3 Day DQ
    3 recoveries/chills
    Unown Soup
    Abilities=All
    Switch=Irrelevant
    Items=Off

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

    Stats:

    HP: 90
    Atk: Rank 3
    Def: Rank 1
    SpA: Rank 3
    SpD: Rank 2
    Spe: 105 (91x1.15)
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 15

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

    Abilities:
    Insomnia:
    (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
    Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
    Prankster(DW): (Innate)
    The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

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

    Total Moves: 14

    Quickdraw the Remoraid (open)

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

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

    EC: 1/6
    MC: 1
    DC: 2/5

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

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

    Octazooka
    Acid Spray
    Water Spout

    Flamethrower
    Charge Beam
    Smack Down

    Total Moves: 14


    Team Lion:
    Show Hide
    )
    [​IMG]
    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 (Innate): 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) (Can be enabled): 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: 2/9
    MC: 4
    DC: 2/5

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

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

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

    Show Hide
    [​IMG]
    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: 0/9
    MC: 0
    DC: 0/5

    Attacks: (17)
    Tickle
    Barrier
    Confusion
    Copycat
    Meditate
    Encore
    Doubleslap
    Mimic
    Light Screen
    Reflect
    Psybeam

    Confuse Ray
    Hypnosis
    Nasty Plot

    Thunderbolt
    Shadow Ball
    Psyshock
  2. Solstice

    Solstice

    Joined:
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    Messages:
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    Rogue
    Confuse Ray Sparkplug - Snarl Clown - Foul Play Sparkplug

    QuickDraw
    Octazooka Sparkplug - Water Gun Sparkplug - Octazooka Sparkplug
  3. TalkingLion

    TalkingLion

    Joined:
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    888
    Sparkplug
    Thunder Wave - Meditate - Thunderpunch Rouge(If confused, push actions back)

    Clown
    Light Screen - Nasty Plot - Thunderbolt QuickDraw
  4. Lord Jesseus

    Lord Jesseus

    Joined:
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    Rogue the Murkrow kicks things off in a showy manner, firing spectacular lights at Elekid! Sparkplug is obviously confused, though whether this is due to the Confuse Ray or the fact he wasn't given a target for Thunder Wave is unclear, but the self-harm he inflicts upon himself seems a more immediate threat. Sensing danger, Clown sets up a Light Screen just in time to block the brunt of Quickdraw's Octazooka.
    Murkrow then gets all up in Clown's face with a vicious Snarl, but the mime doesn't seem to hear it; must be soundproofed or something. Elekid does hear though, taking slight damage. Soldiering on, he plays a game of eenie-meenie-miney-mo and decides to Thunder Wave Remoraid, while Clown formulates a Nasty Plot to injure rogue. Remoraid just keeps blasting away at Elekid, this time with a Water Gun.
    Murkrow, not about to wait for Clown's plans to take actions indulges in some Foul Play. As Elekid clears his confused mind by Meditating, Clown takes the offensive with a Powerful Thunderbolt against Murkrow. Not-quite-as-quick-anymore-draw just continues his attacking of Elekid, reverting back to Octazooka.
    The unown swim around, feeling neglected.

    Round 1 Standings (open)

    Murkrow/Remoraid
    90 HP/67 HP
    81 EN/80 EN
    None/Paralysed (20%)

    Elekid/Mime Jr
    45 HP/66 HP
    86 EN/77 EN
    +1 Atk, -1 SpA/+2 SpA
    Light Screen (4)

    Calcs (open)
    Elekid - Self Harm vs Elekid: 7
    Remoraid - Octazooka vs Elekid: 10
    Murkrow - Snarl vs Mine Jr: 0
    Murkrow - Snarl vs Elekid: 11
    Remoraid - Water Gun vs Elekid: 7
    Murkorw - Foul Play vs Mine Jr: 14
    Mime Jr - Thunderbolt vs Remoraid: 23
    Remoraid - Octazooka vs Elekid: 10
  5. TalkingLion

    TalkingLion

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    888
    Gah, forgot to specify Rogue for Thunder Wave. Ah well.

    Sparkplug
    Thunder Wave Rogue ~ ThunderPunch Rogue 2x (Once again, push actions back if confused)

    Clown
    Confuse Ray Quick Draw ~ Confuse Ray Rogue ~ Thunderbolt QuickDraw
  6. Solstice

    Solstice

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    Ok, let's try this!

    Rogue
    Heat Wave - Foul Play Sparkplug - Foul Play Sparkplug (If Sparkplug is KOd switch to Clown)

    Quickdraw
    P for Protect - E for Earthquake - S for Shadowstrike on Clown
  7. Lord Jesseus

    Lord Jesseus

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    Ok since the actual description for unown soup I'll let your reorder, but unown letters can only be used once per round. This has always been the case.
  8. Solstice

    Solstice

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    K, changing

    P for Protect - Octazooka Sparkplug - Octazooka Clown
  9. Lord Jesseus

    Lord Jesseus

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    Remoraid pre-emptively grabs an unown to Protect himself from harm - and Confuse Rays, as the case turns out to be. Rogue strieks both opponents with a Heat Wave, burning Mime Jr, but then suddenly finds himself falling down the speed ladder thanks to Sparkplug's Thunder Wave.
    Now the king of speed, Elekid punishes the former holder of that position with a ThunderPunch, while Clown cements Murkrow's poor position with Confuse Ray. Murkrow hits itself in confusion leaving Remoraid to pick up slack with an Octazooka against Elekid.
    Team Lion then takes the offensive, pounding Murkrow with anothyer ThunderPunch and a Thunderbolt finding Remoraid. Murkrow attempts to resort to foul play but only succeeds in hurting itself and poor remoraid cramps up in Paralysis! It's not looking good for team solstice...

    Round 2 Standings (open)

    Murkrow/Remoraid
    26 HP/44 HP
    68 EN/69 EN
    Paralysed (20%)/Paralysed (10%)

    Elekid/Mime Jr
    29 HP/57 HP
    66 EN/52 EN
    None/+1 SpA, Burned

    Calcs (open)
    Murkrow - Heat Wave vs Mime Jr: 3
    Murkrow - Heat Wave vs Elekid: 6
    Elekid - ThunderPunch vs Murkrow: 25
    Murkrow - Self harm vs Murkrow: 7
    Remoraid - Octazooka vs Elekid: 10
    Elekid - ThunderPunch vs Murkrow: 25
    Mime Jr - Thunderbolt vs Remoraid: 23
    Murkrow - Self harm vs Murkrow: 7
    Burn Damage vs Mime Jr: 6
  10. Solstice

    Solstice

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    Rogue
    B for Bullet Punch Sparkplug - Roost - Foul Play Sparkplug

    QuickDraw
    R for Refresh - Octazooka Sparkplug - Water Gun Sparkplug

    Also Jesseus have you been calculating Octazookas accuracy drop, it's inactivity isn't in the calcs and Elekid has 4 more HP than he should if I did the math right.
  11. TalkingLion

    TalkingLion

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    888
    Sparkplug
    E for Extremespeed Rogue ~ Thunderpunch QuickDraw x2

    Clown
    Hypnosis ~ Light Screen ~ Thunderbolt(If action fails push it back)

    Also, Remoraid hasn't taken any damage yet even though Clown attacked it twice. In Round 1 the damage was for some reason calculated against Murkrow and in Round 2 the damage was calculated but not implemented for some reason :/. So yeah... and sorry for not noticing this earlier.
  12. Lord Jesseus

    Lord Jesseus

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    Octazooka has simply not succeeded in inflicting any acc drops.
    As for Elekid's HP... I seem to have done something very wrong here, I think something is off by more than 4... I'll work that out in a second.

    Sorry TalkingLion, I thought you targeted Rogue witrh the first thunderbolt and I simply forgot to subtract the second.

    Fixes, then reffing. Sorry guys, I'm a bit rusty it seems.

    edit: I seem to have made a double error with Elekid's hp, he should have has 56hp after round 1, not 45. Somehow I then stuffed it up in the next round as well meanign that it ended up as 39, which is close to the actual value of 40. Two wrongs do make a right after all! Very sorry guys, there's been a fair bit of change, would you like to change your actions given that Murkrow has significantly more hp and remoraid significantly less than I said before?
    edit: waaaaait more fuck ups, i accidentally wrote snarl as being against Mime Jr instead of Elekid.... hang on...
    edit: Ok I'm faaairly certain it's all correct now, Elekid actually has 29 hp and I was correct in round 1. *sigh* I'm not doing well, sorry again guys.
  13. Lord Jesseus

    Lord Jesseus

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    Ok I take it then that neither of you want to reorder.
    Elekid grabs an Unown and suddenly starts moving even faster than usual, striking Murkrow with Extremespeed. Murkrow merely cramps up in response, while Clown misses with Hypnosis (not that he had a target anyway). Remoraid uses an Unown to Refresh himself.
    Sparkplug shows Remoraid who the boss is with a ThunderPunch while clown fails another Hypnosis. Murkrow takes some time out to Roost and restore HP and Remoraid fires a vengeful Octazooka at Elekid.
    Elekid throws another Punch at remoraid, this time scoring a critical hit, which finishes off the poor fish! Clown finally lands a Hypnosis, putting Murkrow to Sleep.
    Round 2 Standings (open)

    Murkrow/Remoraid
    33 HP/0 HP
    57 EN/0 EN
    Paralysed (10%), Deep Sleep/KOd

    Elekid/Mime Jr
    14 HP/51 HP
    47 EN/19 EN
    None/Burned

    Calcs (open)
    Elekid - Extremespeed vs Murkrow: 13
    Elekid - ThunderPunch vs Remoraid: 21
    Remoraid - Octazooka vs Elekid: 15
    Elekid - Critical ThunderPunch vs Remoraid: 26
    Burn Damage vs Mime Jr: 6

    Just to be clear, Murkrow will wake up at the start of its next action, meaning it can make three actions as per usual.
  14. TalkingLion

    TalkingLion

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    Sparkplug
    Thunderpunch x3

    Clown
    Thunderbolt x3
  15. Solstice

    Solstice

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    Ok, I just want to get a KO counter here now!

    Rogue
    Foul Play+Foul Play Combo Sparkplug - Cooldown - Roost
  16. Lord Jesseus

    Lord Jesseus

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    Murkrow goes for the KO but is brutally slaughterised by a slew of electric attacks before he even approaches his target.

    Elekid - ThunderPunch vs Remoraid: 23
    Mime Jr - Thunderbolt vs Murkrow: 17

    Both Trainers get 2 TC
    Elekid, Murkrow, Mime Jr and Remoraid get 1 EC, 2 MC, 2 DC
    Elekid and Mime Jr get 1 KOC
    I get 5 RC
  17. TalkingLion

    TalkingLion

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    Yay my first win! Good game Solstice, and thanks Lord Jesseus for reffing.
  18. Solstice

    Solstice

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    Good Game! Thanks Jesseus for reffing.
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