Team Tournament Match - TheMogRunner vs. Objection

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Welcome! Welcome to the Tournament battle here between The Jacks of Peril and Cruel Britannia's doubles players. TheMogRunner stepping in for Jacks of Peril while Cruel Britannia sends forth Objection. Both look eager to get this battle underway, and I'm sure all of you out there are eager as well. So lets get this show on the road!


4v4 Doubles
-All Abilities
-No Items
-5 recovers/5 chills
-2 Substitutions
-2 Day DQ for battlers
-2/3 Day DQ for refs
Switch=OK has been selected by both trainers

These are the official rules for the Tournament, no complaining! Seeing as both of you have sent me your teams, I will go ahead and post those up here as well, for your benefit, and to the watcher's benefit of viewing.

Objection's Team

Charizard [Hades] (M)
Nature: Lonely (+Attack, -Defence)

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

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Moves: 42

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

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW UNLOCKED): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Attacks:
Heat Wave
Dragon Claw
Air Slash
Scratch
Growl
Ember
Leer
Metal Claw
Smokescreen
Dragon Rage
Scary Face
Fire Fang
Rage
Flamethrower

Flare Blitz
Rock Slide
Swords Dance
AncientPower
Counter
Crunch

Dig
Brick Break
Will-o-Wisp
Shadow Claw
Sunny Day
Roost
Hone Claws
Reflect
Fire Blast
Fly
Dragon Tail
SolarBeam
Sky Drop
Protect
Earthquake
Aerial Ace
Substitute
Hidden Power Ice 7
Endure
Flame Charge

ThunderPunch
Blast Burn

Dusknoir [Oogie Boogie] (M)
Nature: Quiet (+Special Attack, -Speed)

Type: Ghost
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Stats:
HP: 90
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Moves: 42

EC: 9/9
MC: 0

Abilities:
Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Attacks:
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-O-Wisp
Hex
Fire Punch
ThunderPunch
Ice Punch
Gravity
Bind
Curse
Shadow Punch
Mean Look
Payback
Future Sight

Destiny Bond
Imprison
Pain Split
Dark Pulse
Grudge

Toxic
Taunt
Shadow Ball
Trick Room
Earthquake
Rest
Brick Break
Focus Punch
Psychic
Rock Slide
Torment
Focus Blast
Substitute

DynamicPunch
Sucker Punch
Counter
Endure

Tomohawk [Scar] (M)

Nature: Modest (+Special Attack, -Attack)

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

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Moves: 43

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

Abilities:
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 thier 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.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks:
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Air Slash
Earth Power
Healing Wish
Rain Dance
Heat Wave
Hurricane
Hyper Voice
Sky Drop
Work Up
Rest
Superpower

Baton Pass
Roost
Yawn
Nature Power
Stealth Rock
Rapid Spin
Confuse Ray
Haze
Memento

Toxic
Bulk Up
Taunt
Substitute
Safeguard
Quash
SolarBeam
Reflect
Hidden Power Ice 7
Focus Blast
Protect
Double Team
Swagger

Dispel

Hariyama [Pete] (M)
Nature: Careful (+Special Defence, -Special Attack)

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.

Stats:
Hariyama
HP: 125
Atk: Rank 5
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 50
Size Class: 4
Weight Class: 6
Base Rank Total: 19
Moves: 40

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

Abilities:
Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
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 (DW UNLOCKED): (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.

Attacks:
Tackle
Focus Energy
Sand-Attack
Arm Thrust
Vital Throw
Fake Out
Whirlwind
Knock Off
SmellingSalt
Belly Drum
Brine
Force Palm
Endure
Reversal
Heavy Slam

Counter
Focus Punch
Foresight
Revenge
Bullet Punch
Feint
Detect
Faint Attack
Wide Guard

Protect
Rock Slide
Substitute
Payback
Swagger
Giga Impact
Earthquake
Brick Break
Smack Down
Dig
Low Sweep

Fire Punch
Ice Punch
Magic Coat
ThunderPunch
Low Kick


and

TheMogRunner's Team


Ninetales(*) [Vindaloo] (F)

Nature:Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Personality: Vindaloo was my first Pokemon. We dreamed together of become great (or at least better than mediocre) that is why to this day she strategies. She gives me the best ones and we compare notes telepathically. She is calm never losing her cool and very modest. One of my best.

Type:
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Flash Fire:(Innate)
This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.

(DW) Drought:(Innate)
When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so. [Add (DW) after ability name if it's Dream World Ability](UNLOCKED)

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

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

Attacks:
Ember(*)
Tail Whip(*)
Quick Attack(*)
Fire Spin(*)
Will-O-Wisp(*)
Roar(*)
Confuse Ray(*)
Imprison(*)
Flame Burst(*)
Flamethrower(*)
Safeguard(*)
Extrasensory
Captivate
Payback
Nasty Plot
Grudge

Energy Ball(*)
Hex(*)
Psych Up(*)
Ominous Wind

Toxic(*)
Fire Blast(*)
Double Team(*)
Sunny Day
Dig
Substitute
Calm Mind
Overheat
(Attacks=26)


Rarity:2
Lilligant[Mint](F)
Nature:Modest (+1 SpA, -1 Atk)

Personality: (to be added)

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

Abilities:
Chlorophyll: (Innate)
During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Own Tempo: (Innate)
This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.

(DW)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. (LOCKED)


Stats:
Lilligant
HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 18

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

Attacks:
Absorb
Growth
Leech Seed
Sleep Powder
Mega Drain
Synthesis
Magical Leaf
Stun Spore
Aromatherapy
Energy Ball
Leaf Storm
Entrainment
Giga Drain
Quiver Dance
Petal Dance

Charm
Healing Wish
Ingrain

Hidden Power (Fire[Attack:6])
Toxic
Dream Eater
Solarbeam
Sunny Day
(Attacks=23)


Rarity:3
Ambipom [Fork] (M)

Nature:Jolly (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Normally, Max: 30]). The Divisor is 870 for fully evolved Pokemon, 580 for Pokemon that are the second of three stages, 435 for Pokemon that are the first of two stages, and 290 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Attack)

Personality: (to be added)

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

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

Pick Up: (Innate)
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

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

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

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

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

Fake out
Agility
Counter

Brick Break
Shadow claw
Grass knot
Acrobatics
Facade
U-Turn
Giga Impact
Thunder Punch
Taunt
(Attacks=21)


Aches the Gengar
Gengar(*) [Aches] (M)

Nature:Timid (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Personality:(to be added)

Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
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:
Levitate:(Trait)
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

EC:9/9
MC:0

Stats:
Gengar
HP: 90
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Acc Boost: 27%
Size Class: 3
Weight Class: 3
Base Rank Total: 19


Attacks:
Level-up
Hypnosis(*)
Lick(*)
Spite(*)
Mean Look(*)
Curse(*)
Confuse Ray(*)
Night Shade(*)
Sucker Punch(*)
Dark Pulse
Destiny Bond
Payback
Shadow Punch
Hex

Egg
Haze(*)
Ice Punch(*)
Disable(*)

TM
Shadow Ball(*)
Dream Eater(*)
Venoshock(*)
Sludge Bomb
Taunt
Toxic
Focus Blast

Tutor:
Icy Wind
(Attacks=23)


With that out the the way, if you would. Please PM me the Pokemon you wish to send out first. After that, I will release them, and we will coin toss to see who goes first, and the battle will proceed as normal.

-PM me first send out
-Release by me, Coin toss to see who goes first
-Turn order will be of a normal battle after that.


 
AND the PM's are in! Both trainers has selected their first Pokemon!



Objection decides to use Scar the Tomohawk and Oogie Boogie the Dusknoir!


TheMogRunner decided to use Vindaloo the Ninetails and Aches the Gengar




Now for the Coin toss! Objection will go first if it's Heads, TheMogRunner will go first if it's Tails






HEADS!!! Objection will proceed with his actions first, followed by TheMogRunner. Good luck to both of you, and have fun.
 
Oogie Boogie: Trick Room - Imprison (Gengar: Shadow Ball, Dark Pulse, Hex) - Shadow Ball (Gengar)
If Gengar uses Taunt on Tomohawk on action 1, change action 2 to Taunt (Gengar)

Scar: Protect (Dusknoir) (yay Prankster) - Taunt (Gengar) (yay Prankster) - Earth Power (Ninetales)
If Gengar uses Taunt on you on action 1, change action 2 to Earth Power (Ninetales) and action 3 to Sky Drop (Gengar)

Tbh, I'm kinda glad I'm ordering first in the first round.
 
Hmmm... every move counts

Aches: Hypnosis (Scar) - Toxic (Oogie Boogie) - Venoshock (Oogie Boogie)
*If for some reason you are taunted use Icy wind on Scar a2 and a3
Vindaloo: Calm Mind - Flamethrower+Flamethrower Combo(Scar) - Cooldown
 

HP: 110
EN: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19


HP: 90
EN:100
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21

vs.



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

HP: 90
EN: 100
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Acc Boost: 27%
Size Class: 3
Weight Class: 3
Base Rank Total: 19


Round 1

Tensions are high coming into this battle, both trainers are under pressure to win this battle not only for themselves, but for their teams. Objection leaves nothing to chance, as he commands Scar to use Protect on his partner, Oogie Boogie. Aches goes next, attempting to hypnotize Scar, and it hits, putting him to sleep for a whole action! Vindaloo decides to take the action and calm her mind, increasing both her special attacking power, and defensive power. Oogie Boogie finally goes, setting up a Trick Room. Switching up the attacking order! Scar decides it's a great time to sleep, and sleeps the round off, while his partner Oogie Imprisons some of Aches moves, making it impossible for him to use them. Vindaloo releases a Duo Flamethrower upon a sleeping Scar, dealing a lot of damage, but takes more energy than damage dealt! Aches ends the round by throwing some toxic at Oogie. Scar wakes up! But Oogie goes first, hitting Aches with a Shadow Ball. Then Scar unleashes the Power of the Earth on Vindaloo, who is cooling down from the super flamethrower last turn. Aches makes good use of that toxic, with a boosted Venoshock to end the round.




Action 1

Tomohawk used Protect
-7 energy

Gengar used Hypnosis
RNG roll for hit: 7778
Hits, -6 energy

Ninetails used Calm Mind
-7 energy, +1SpA/SpD

Dusknoir used Trick Room
-10 energy, TR(4R)

Action 2

Tomohawk is asleep

Dusknoir used Imprison(Gengar: Shadow Ball, Dark Pulse, Hex)
- 7 energy

Ninetails used Duo Flamethrower(Tomohawk)
RNG roll for Crit: 1624
RNG roll for Burn: 8654
31 damage, 35 energy

Gengar used Toxic(Dusknoir)
-6 energy

-1 hp Dusknoir
Action 3

Tomohawk woke up!

Dusknoir used Shadow Ball(Gengar)
RNG roll for SpD drop: 4532
RNG roll for Crit: 8011
19 damage, 6 energy

Tomohawk used Earth Power(Ninetails)
RNG roll for SpD drop: 6282
RNG roll for Crit: 6145
16 damage, 7 energy

Ninetails is cooling down

Gengar used Venoshock(Dusknoir)
16 damage, 7 energy

-1 hp(Dusknoir)




HP: 81
EN: 86
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19


HP: 72
EN:77
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Toxic(-1hp every action)

vs.



HP: 84
EN: 48
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 100
Size Class: 2
Weight Class: 2
Base Rank Total: 20

HP: 71
EN: 81
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Acc Boost: 27%
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Imprisoned(Hex, Shadow Ball, Dark Pulse)



 
Wait, the combo should have done (10x2.25)+3(stab)+3(sun)+6(stats)-4.5(opponents stats)+1.75=31.75<rounded to 32 damage, also when stab move is used -1eng so venoshock should be -6eng and flamethrower combo should be -35eng

Aches: Taunt (Oogie Boogie) - Venoshock (Oogie Boogie) - Venoshock (Oogie Boogie)
*If taunted change first action to Icy wind (Scar)

Vindaloo: Will-O-wisp(Oogie Boogie) - Fire Blast(Scar) - Fire Spin(Oogie Boogie)
*If taunted change first action to Flamethrower(Scar)

If you could please at least check your calcs I would greatly appreciate it.
 
Venoshock is 8 energy, so I was correct, with the -1 STAB it's 7 energy. I forgot Drought cause I'm unobservant. And even with Calm Mind, which I missed, it'd only be plus 1.75, which is the only thing I forgot to add. So it should be 31 lol yeah, there we go fixed. Sorry.
 
Actually, I should point out now that you're not supposed to round damage until the end of the round. Fortunately it doesn't make a difference this round because everyone got hit by exactly one direct damaging move, but bear it in mind for future rounds such as this one.

Also, Tomohawk's Earth Power should've done (9+7.5-6)*1.5=15.75 damage.

Oogie Boogie: Disable (Gengar: Venoshock) - Shadow Ball (Gengar) - Shadow Ball (Gengar)

Scar: Safeguard - Rain Dance - Hurricane (Ninetales)
 
Maybe I won't screw up so bad this time...


HP: 81
EN: 86
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19


HP: 72
EN:77
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Toxic(-1hp every action)

vs.



HP: 84
EN: 48
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 100
Size Class: 2
Weight Class: 2
Base Rank Total: 20

HP: 71
EN: 81
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Acc Boost: 27%
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Imprisoned(Hex, Shadow Ball, Dark Pulse)

Round 2: A little more violent
This battle is seriously getting intense! I'm sweating from the pressure! Tomohawk starts off by setting up a Safeguard for his team, while Dusknoir Disables Gengar's Venoshock. Ninetails tries to Will-o-wisp Dusknoir, but Safeguard protects him. Gengar Taunts Dusknoir into attacking him, which he does a nice job off, hitting him with a Shadow Ball, while his partner Tomohawk sets up a Rain Dance. Ninetails shoots of a Fire Blast, but because of the rain it's weakened, Gengar tries to use Venoshock but it doesn't work. Dusknoir uses Shadow Ball again, while Tomohawk uses Hurricane to mix the field up, sending Ninetails flying, who uses Fire Spin on Dusknoir, Gengar fails to move again, using Venoshock.

Action 1

Tomohawk used Safeguard
-10 energy

Dusknoir used Disable(Gengar: Venoshock)
-7 energy

Ninetails used Will-o-wisp
-7 energy, Dusknoir was safeguarded

Gengar used Taunt(Dusknoir)
-10 energy

-2hp(Dusknoir)

Action 2

Tomohawk used Rain Dance
-10 energy

Dusknoir used Shadow Ball(Gengar)
SpD drop: 2736 No
(8+3+(6-4.5))*1.5= 18.75 damage, -5 energy

Ninetails used Fire Blast(Scar)
Hit: 2238 Yes
Burn: 1172 No
(12-3)+3+(6-4.5)= 10.5 damage, 7 energy

Gengar used Venoshock
It was Disabled!

-2Hp(Dusknoir)

Action 3

Dusknoir used Shadow Ball
SpD drop: 9410 No(8+3+(6-4.5))*1.5= 18.75 damage, -9 energy

Tomohawk used Hurricane(Ninetails)
Confusion:8061 No
12+3+(7.5-6)= 16.5 damage, 7 energy

Ninetails used Fire Spin(Dusknoir)
Hit: 5638
1+3+(6-7.5)= 2.5 damage, 4 damage

Gengar used Struggle(Dusknoir)
.5 damage, 7 energy

-4Hp(Dusknoir)



HP: 70
EN: 59
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Safeguard(3)

HP: 60
EN:56
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Toxic(-2hp every action)
Safeguard(3)
Taunted(3)

vs.



HP: 67
EN: 30
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 100
Size Class: 2
Weight Class: 2
Base Rank Total: 20

HP: 33
EN: 64
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Acc Boost: 27%
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Imprisoned(Hex, Shadow Ball, Dark Pulse)(1)
Disabled(Venoshock)(3)

Field Effects: Rain(3 Rounds,1 action), Trick Room(2 Rounds)
 
Fire Spin also deals 2 DPA to Dusknoir for a few actions, including action 3 of the round you just reffed. Not that that matters much since I'm switching Dusknoir out now and sending in Pete the Hariyama.


I invite TheMogRunner to counterswitch if he desires.
 
Ah yes, it does. My bad.



Anywho ...

Oogie Boogie: Combo: Shadow Sneak + Shadow Sneak (Gengar) - Cooldown - Earthquake

Scar: Sky Drop (Gengar) - Hurricane (Ninetales) - Earth Power (Ninetales)
If Ninetales uses Sunny Day, change the action after to Rain Dance
If Ninetales reactivates Drought, change the action after to Rain Dance
 
Icy Wind is multi-target, so you don't need to specify a target. Also -25.4% chance of evading Tomohawk and -34.6% chance of evading Dusknoir
 

HP: 70
EN: 59
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19
Safeguard(3)

HP: 60
EN:56
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Toxic(-1hp every action)
Safeguard(3)
Taunted(3)

vs.



HP: 67
EN: 30
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 100
Size Class: 2
Weight Class: 2
Base Rank Total: 20

HP: 33
EN: 64
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Acc Boost: 27%
Size Class: 3
Weight Class: 3
Base Rank Total: 19
Imprisoned(Hex, Shadow Ball, Dark Pulse)(1)
Disabled(Venoshock)(3)

Field Effects: Rain(3 Rounds,1 action), Trick Room(2 Rounds)



Round 3: Late Ref is Late



Action 1
Dusknoir used Double Shadow Sneak
9+3+1.5= 13.5*1.5= 20.25, 24 energy

Gengar tried to dodge! Failed

Scar used Sky Drop(Gengar)
9+3-1.5= 10.5 damage, 2.25 energy, Gengar KO'd

Ninetails used Chill
+12 energy

-5 hp(Dusknoir)

Action 2

Dusknoir is cooling down

Scar used Hurricane(Ninetails)
Confusion:9885 No
12+3+(7.5-6)= 16.5 damage, 7 energy

Ninetails used Nasty Plot
-7 energy, +2 SpA

-5 hp(Dusknoir)

Action 3

Dusknoir used Earthquake
10+1.5= 11.5*1.5= 17.25
17.25 damage, 7 energy(Ninetails)

Scar used Earth Power
9+1.5=10.5+1.5= 15.25 damage, 7 energy(Ninetails)

Ninetails used Hex(Dusknoir)
10-1.5= 8.5+3.5= 12*1.5
18 damage, 7 energy

-5 hp(Dusknoir)



HP: 70
EN: 43
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19


HP: 27
EN: 25
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Toxic(-3hp every action)

vs.



HP: 18
EN: 28
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 100
Size Class: 2
Weight Class: 2
Base Rank Total: 20

HP: K
EN: O
Atk: Rank 2(-)
Def: Rank 2
SpA: Rank 5
SpD: Rank 3
Spe: 127 (+)
Acc Boost: 27%
Size Class: 3
Weight Class: 3
Base Rank Total: 19

Field Effects: Rain(2 Rounds,1 action), Trick Room(1 Rounds)
 
ambipom

Fork: Shadow Claw(dusknoir) - taunt(scar) - Shadow Claw(dusknoir)

Vindaloo: Sunny Day - Flamethrower(Dusknoir) - Fire Blast (dusknoir)
 
One round of Trick Room left. Let's make it count.

Oogie Boogie: Will-O-Wisp (Ambipom) - Taunt (Ambipom) - Toxic (Ambipom)

Scar: Aura Sphere (Ninetales) - Hyper Voice - Combo: Aura Sphere + Focus Blast (Ambipom)
If the combo is deemed illegal for any reason, change action 3 to Aura Sphere (Ambipom)
 

HP: 70
EN: 43
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19


HP: 27
EN: 25
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Toxic(-3hp every action)

vs.



HP: 18
EN: 28
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 100
Size Class: 2
Weight Class: 2
Base Rank Total: 20

and




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

Field Effects: Rain(2 Rounds,1 action), Trick Room(1 Rounds)



Round 4: A fresh mon on the field

With Gengar out, Ambipom is in, and we are ready to continue this match up today! With Trick Room still in play, Dusknoir starts off with a Will-o-wisp, burning the incoming Ambipom, while his partner Tomohawk uses Aura Sphere on Ninetails, who comes back with a bright and Sunny Day! Cancelling out the Rain! Ambipom finishes up with a Shadow Claw directed at the already weak Dusknoir.

Next action starts with a Taunt towards Ambipom, then Tomohawk uses Hyper Voice, knocking out Ninetales and damaging Ambipom a bit too, who is unable to do anything this action due to the Taunt he received.

Third action, Dusknoir releases a toxic to poison Ambipom, and Tomohawk uses an extremely powerful combo of Focus Blast and Aura Sphere to deal a whole lot of damage to Ambipom, who is just taking a beating, finishing with another Shadow claw to Dusknoir, who will just not fall.



Action 1
Dusknoir used Will-o-wisp
-7 energy

Tomohawk used Aura Sphere
Crit: 7343
14 damage, 6 energy

Ninetails used Sunny Day
-10 energy

Ambipom used Shadow Claw
Crit: 1308
4 damage, 5 energy

-2hp Ambipom
-4hp Dusknoir

Action 2

Dusknoir used Taunt(Ambipom)
-10 energy

Tomohawk used Hyper Voice
Crit: 1231
11.5 damage(Ninetails, KO'd), 12 damage(Ambipom), 7 energy

Ambipom used Taunt(Scar)
Move Failed

-2hp Ambipom
-4hp Dusknoir

Action 3

Dusknoir used Toxic
- 7 energy

Tomohawk used Aura Sphere+Focus Blast
Crit: 1201
40.5 damage, 26 energy

Ambipom used Shadow Claw
Crit: 3341
4 damage, 5 energy

-3hp Ambipom
-4hp Dusknoir



HP: 70
EN: 4
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19


HP: 13
EN: 1
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Toxic(-3hp every action)

vs.



HP: 0
EN: 0
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 4
Spe: 100
Size Class: 2
Weight Class: 2
Base Rank Total: 20

and




HP: 40
EN: 90
Atk: Rank 4
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 132 (115 x 1.15^)(+)
Acc Boost: 15%
Size Class: 2
Weight Class: 2
Base Rank Total: 19
Taunted(4 actions)
Toxic(2DPA)

Sunny Day(3Rounds)
 
Well we all know what TheMogRunner's sending out now.

Since I want to make the most of the sun, I will now switch things up.



And since TheMogRunner can't counterswitch even if he wants to ...

Hades: Heat Wave - Brick Break (Ambipom) - Flamethrower (Lilligant)
The first time Ambipom uses Fake Out on you, change that action to Flinch and push actions back.
If Ambipom is still alive on action 3, change action 3 to Heat Wave

Scar: Chill - Heat Wave - Taunt (Lilligant)
The first time Ambipom uses Fake Out on you, change that action to Flinch and push actions back.

Thank goodness I still have one round of Safeguard to go.
 
grrr... Lilligant is ridiculously fast...

Fork: Fake out (Hades) - Fake out(Scar) - Thunder Punch(Hades)

Mint: Quiver Dance - Quiver Dance - Petal Dance
 
Wish I could keep on schedule with this reffing business.


HP: 70
EN: 4
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19


HP: 13
EN: 1
Atk: Rank 4
Def: Rank 5
SpA: Rank 4 (+)
SpD: Rank 5
Spe: 39 (-) (Opponent's accuracy boost: 10%)
Size Class: 4
Weight Class: 5
Base Rank Total: 21
Toxic(-3hp every action)

vs.



HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 18



and




HP: 40
EN: 90
Atk: Rank 4
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 132 (115 x 1.15^)(+)
Acc Boost: 15%
Size Class: 2
Weight Class: 2
Base Rank Total: 19
Taunted(4 actions)
Toxic(2DPA)

Sunny Day(3Rounds)



Round 4

With Ninetales out, it's Lilligant's turn to play, while Dusknoir takes a rest while Charizard hits the field! Ambipom begins with a Fake out to the recently sent in Charizard, flinching him for the Action, while Lilligant uses Quiver Dance, a quite beautiful dance that raises SpA, SpD, and Spe all by one stage, incredible! Tomohawk decides to Chill out this action, regaining some much needed energy. Ambipom leads this round off with another Fake out, directed towards Tomohawk this time! Preventing him from doing anything this action! Lilligant goes for a second Quiver dance, as beautiful as the first! Charizard throws down with a Heat Wave, I can feel it all the way up here! This place is really starting to get heated up!
Lilligant starts us off this time, Using a second dance, Petal Dance! Hitting Both Tomohawk and Charizard for ok damage, while Ambipom hits Charizard with a Thunder Punch, which seemed to hurt more than the Petals did. Charizard uses Brick Break, slamming into Ambipom, while Tomohawk uses Heat Wave, to KO Ambipom and hurt Lilligant a lot.



Action 1

Ambipom used Fake out
10 damage, 3 energy

Lilligant used Quiver Dance
-8 energy

Tomohawk used Chill
+12 energy

Action 2

Ambipom used Fake Out
8.5 damage, 7 energy

Lilligant used Quiver Dance
-12 energy

Charizard used Heat Wave
15 damage(Ambipom), 22.5 damage(Lilligant), 6 energy

Action 3

Lilligant used Petal Dance
12.06 (Charizard), -7 energy

Ambipom used Thunder Punch(Charizard)
16.5 damage, 6 energy

Charizard used Brick Break(Ambipom)
14.25 damage, 6 energy

Tomohawk used Heat Wave(Both)
13.5 damage(Ambipom), 20.25(Lilligant), 7 energy


HP: 61
EN: 9
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 85
Size Class: 2
Weight Class: 3
Base Rank Total: 19


HP: 61
EN: 88
Atk: Rank 4 (+)
Def: Rank 2 (-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 3
Weight Class: 4
Base Rank Total: 20
Moves: 42



vs.



HP: 58
EN: 73
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 5(+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 2
Base Rank Total: 18
Quiver Dance(+2 SpA/SpD/Spe)



and




HP: 0
EN: 0
Atk: Rank 4
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 132 (115 x 1.15^)(+)
Acc Boost: 15%
Size Class: 2
Weight Class: 2
Base Rank Total: 19
Taunted(1 actions)
Toxic(3DPA)

Sunny Day(2Rounds)
 
Brick Break should've done (8+6-4.5)*1.5=9.5*1.5=14.25 damage, not 11. Charizard's Heat Wave should've done (10*0.75+3+6-4.5+3)=15 damage to Ambipom and (10*0.75+3+6-4.5+3)*1.5=15*1.5=22.5 damage to Lilligant. In other words, Ambipom should be KO'd, especially with the Toxic damage and burn damage on it. Finally, Petal Dance targets one random opponent, not all opponents.
 
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