The Josh With the Golden Gun

1v1 LC Flashie
Blah blah blah

Gold:

Togepi (Togepi) (M)
Nature: Timid
Type: Fairy

Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift;Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)

Abilities:

Hustle

Serene Grace

Super Luck (HA Locked)

Stats:

Hp: 90
Atk: Rank 0 (-)
Def: Rank 3
SpA: Rank 2
SpD: Rank 3
Spe: 23 (+15% speed, +5% accuracy)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

EC: 0/9
MC: 0
AC: 0/5

Moves (19/???):

Growl (*)
Charm (*)
Metronome (*)
Sweet Kiss (*)
Yawn (*)
Encore (*)
Ancient Power (*)
Follow Me (*)
Bestow (*)

Extrasensory (*)
Foresight (*)
Mirror Move (*)
Morning Sun (*)
Psycho Shift (*)

Psyshock (*)
Solar Beam (*)
Shadow Ball (*)
Fire Blast (*)
Dazzling Gleam (*)



Ralts (Ralts) (F)
Nature: Bold
Type: Psychic/Fairy

Psychic: Psychic STAB; can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Fairy: Fairy STAB: -1 EN on non-Fairy typed Nature, Sound, and Scent moves (Stacks with second STAB where applicable). (Nature Power, Natural Gift;Sound Moves; Aromatherapy, Odor Sleuth, Sweet Scent)

Abilities:

Synchronize

Trace

Telepathy (HA Locked)

Stats:

Hp: 90
Atk: Rank 0 (-)
Def: Rank 2 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 40
Size Class: 1
Weight Class: 1
Base Rank Total: 10

EC: 0/9
MC: 0
AC: 0/5

Moves (18/???):

Growl (*)
Confusion (*)
Double Team (*)
Teleport (*)
Lucky Chant (*)
Magical Leaf (*)
Heal Pulse (*)
Calm Mind (*)

Confuse Ray (*)
Destiny Bond (*)
Disable (*)
Encore (*)
Skill Swap (*)

Psyshock (*)
Taunt (*)
Shadow Ball (*)
Torment (*)
Will-O-Wisp (*)



Tyrogue (Tyrogue) (M)
Nature: Adamant
Type: Fighting

Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.

Abilities:

Guts

Steadfast

Vital Spirit (HA Locked)

Stats:

Hp: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (+)
SpD: Rank 2
Spe: 35
Size Class: 1
Weight Class: 2
Base Rank Total: 12

EC: 0/6
MC: 0
AC: 0/5

Moves (14/???):

Tackle (*)
Helping Hand (*)
Fake Out (*)
Foresight (*)

Endure (*)
Feint (*)
Hi Jump Kick (*)
Mind Reader (*)
Rapid Spin (*)

Toxic (*)
Protect (*)
Earthquake (*)
Brick Break (*)
Rock Slide (*)


Josh:
CAP-19
Colosshale [Blimp] (M)
Previously Known As:
x

Type:
/


STAB: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
STAB: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

Abilities:
Rebound / Storm Drain / Flare Boost (H)

Nature: Jolly (Speed * 1.15, -Special Attack)

Stats:
HP: 100
Atk: 2
Def: 2
SpA: 2 (-)
SpD: 3
Spe: 98, +22% Accuracy
Size Class: 4
Weight Class: 9
Base Rank Total: 16

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

Attacks (Current move total): 19/74 (+4 Bonus CC)
MC Required to Max: 127

Level Up
Pre-26
::> Leer
::> Tackle
::> Bubble Beam
::> Bite
::> Rapid Spin
::> Body Slam
Post-25
::> Pursuit
::> Bounce
::> Dig
:: Magnitude - 1 MC
:: Stockpile - 1 MC
:: Swallow - 1 MC
:: Spit Up - 1 MC
:: Muddy Water - 1 MC

Egg
::> Double-Edge
::> Encore
::> Fake Out
:: Fire Fang - 3 MC
:: Fissure - 3 MC
:: Flail - 3 MC
:: Foul Play - 3 MC
::> Horn Drill
:: Mud Bomb - 3 MC
:: Mud Shot - 3 MC
:: Sand Tomb - 3 MC
:: Screech - 3 MC
::> Sucker Punch
:: Thunder Fang - 3 MC
:: Water Spout - 3 MC

TM/HM
:: IV 43 - Secret Power - 3 MC
:: IV 58 - Endure - 3 MC
:: IV 78 - Captivate - 3 MC

::> VI 05 - Roar
:: VI 06 - Toxic - 2 MC
:: VI 10 - Hidden Power - 2 MC
::> VI 12 - Taunt
::> VI 17 - Protect
:: VI 18 - Rain Dance - 2 MC
:: VI 21 - Frustration - 2 MC
:: VI 26 - Earthquake - 2 MC
:: VI 27 - Return - 2 MC
::> VI 32 - Double Team
:: VI 34 - Sludge Wave - 2 MC
:: VI 36 - Sludge Bomb - 2 MC
:: VI 42 - Facade - 2 MC
:: VI 44 - Rest - 2 MC
:: VI 45 - Attract - 2 MC
:: VI 46 - Thief - 2 MC
:: VI 48 - Round - 2 MC
:: VI 49 - Echoed Voice - 2 MC
:: VI 60 - Quash - 2 MC
:: VI 63 - Embargo - 2 MC
:: VI 66 - Payback - 2 MC
:: VI 67 - Retaliate - 2 MC
:: VI 78 - Bulldoze - 2 MC
:: VI 80 - Rock Slide - 2 MC
:: VI 87 - Swagger - 2 MC
:: VI 88 - Sleep Talk - 2 MC
:: VI 89 - U-Turn - 2 MC
::> VI 90 - Substitute
:: VI 94 - Rock Smash - 2 MC
:: VI 95 - Snarl - 2 MC
:: VI 97 - Dark Pulse - 2 MC
:: VI 100 - Confide - 2 MC
:: VI H4 - Strength - 2 MC

Tutor
:: IV - Ancient Power - 3 MC
:: IV - Rollout - 3 MC

:: V - Aqua Tail - 3 MC
:: V - Dive - 3 MC
:: V - Earth Power - 3 MC
:: V - Iron Tail - 3 MC
:: V - Knock Off - 3 MC
:: V - Snatch - 3 MC
:: V - Snore - 3 MC

Other
x

Command
Bodyblock
Chill
Dodge
Shift
Take Cover

Raid
x


Colosshale bought on 5/07/14


S0L1D G0LD sends out
Psyco_Josho sends out and orders
Gold orders
Ref
 
@ Lucky Egg

Bounce ~ Dig ~ Bounce
If Flinch, then push back.
If Damaging Fighting-type combo, then Fake Out the first time and Protect the second time. Restart the queue each time.
 
Last edited:
Bring it on ************. (Lol we'll need a bit of luck to win this one, Tyrogue.)

Protect - Earthquake - Brick Break + Brick Break
 
Pre-Round:

Tyrogue
HP: 90
EN: 100
3/2/1/2/35

Blimp
HP: 100
EN: 100
2/2/2/3/98/ +22% Acc

Action 1
Tyrogue used Protect! (7 EN)

Bounce -> Tyrogue (12 EN)
(11+(2-2)1.5)(1.5) = 16.5 DMG = 6.6 EN

Action 2
Blimp dug underground (10 EN)

Earthquake -> Blimp (7 EN)
RNG roll (to crit) 7084 = no crit
(20+(3-2)1.5) = 21.5 DMG

Dig -> Tyrogue
RNG roll (to crit) 7307 = no crit
(8+(2-2)1.5) = 8 DMG

Action 3
Fake Out -> Tyrogue (4 EN)
RNG roll (to crit) 273 = crit
(4+3+(2-2)1.5) = 7 DMG

Tyrogue flinched!
+1 Speed


Post-Round:

Tyrogue
HP: 75
EN: 79
3/2/1/2/35
+1 Speed

Blimp
HP: 78
EN: 74
2/2/2/3/98/ +22% Acc

S0L1D G0LD
 
Brick Break - Earthquake - Brick Break
If Colosshale is underground when you would act, use Earthquake that action and push back.
If Colosshale uses Bounce outside of a combo and Colosshale does not have Double Team clones up and Colosshale does not have a Substitute up, use High Jump Kick + High Jump Kick the first time, and Brick Break + Brick Break the second, pushing back in each instance.
 
Bounce gets negative priority on the evasive stage because it moves down with Horn Drill, but good try

Pre-Round:

Tyrogue
HP: 75
EN: 79
3/2/1/2/35
+1 Speed

Blimp
HP: 78
EN: 74
2/2/2/3/98/ +22% Acc

Action 1
Blimp used Double Team! (12 EN)
3 clones

Brick Break -> Blimp (5 EN)
RNG roll (for target, <=2500 real) 6511 = clone
A clone faded!

Action 2
Earthquake -> Blimp (7 EN)
RNG roll (to crit) 7613 = no crit
(7.5+(3-2)1.5) = 9 DMG
Clones faded!

Drill Bounce -> Tyrogue (42 EN)
RNG roll (to hit, <=7950 hit) 6001 = hit
RNG roll (to crit) 5196 = no crit
RNG roll (to para) 4077 = no para
(36+(2-2)1.5)(1.5) = 54 DMG

Action 3
Blimp must cool down!

Brick Break -> Blimp (5 EN)
RNG roll (to crit) 2020 = no crit
(8+3+(3-2)1.5)(1.5) = 18.75 DMG


Highly inaccurate moves are highly inaccurate.

Post-Round:

Tyrogue
HP: 21
EN: 62
3/2/1/2/35
+1 Speed

Blimp
HP: 50
EN: 32
2/2/2/3/98/ +22% Acc

Psyco_Josho
 
Last edited:
Also, Tyrogue no longer has +1 Spe.

Bounce ~ Dig ~ Bounce
If Flinch, then push back.
If Damaging Fighting-type combo, then Bounce + Bounce that instance.
 
(Whoops, kinda thought I'd ordered already.)

Your subs shall be your undoing.

Fake Out - Chill - Brick Break + Brick Break
 
Alternatively, you could've just said Endure and he'd ENKO himself without the sub OR just do Brick Break combo A1 and get the tie, but no, make it harder on me >.>

Pre-Round:

Tyrogue
HP: 21
EN: 62
3/2/1/2/35
+1 Speed

Blimp
HP: 50
EN: 32
2/2/2/3/98/ +22% Acc

Action 1
Fake Out -> Blimp (4 EN)
RNG roll (to crit) 3381 = no crit
(4+(3-2)1.5) = 5.5 DMG

Blimp flinched!

Action 2
Blimp bounced up high! (12 EN)

Tyrogue chilled! (+12 EN)

Bounce -> Tyrogue
RNG roll (to crit) 9408 = no crit
RNG roll (to para) 2137 = para (not that it matters)
(11+(2-2)1.5)(1.5) = 16.5 DMG
Tyrogue was paralyzed! (20%)

Action 3
Blimp attempted a combo!
Base EN cost of Bounce + Bounce: 16+20 = 36 EN
Blimp only has 20 EN!
But it failed!
Blimp fainted!


Lesson learned: When in doubt, Bounce (suspend) > Bounce + Bounce

Post-Round:

Tyrogue
HP: 4
EN: 74
3/2/1/2/35
Paralyzed (15%)
+1 Speed

Blimp
HP: KO
EN: -16
2/2/2/3/98/ +22% Acc

S0L1D G0LD gets 1 CC
Tyrogue gets 1 EC, 3 MC, 1 AC, and 1 KOC

Psyco_Josho gets 1 CC
Blimp the Colosshale gets 1 EC, 2 MC, 1 AC, and 1 extra EC/AC

I get 3 UC
 
(I didn't realize endure would get me the enko, but Bounce is unable to be suspended, so he couldn't have done it anyway.)

Gg josh. Thanks for reffing ww.
 

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