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Completed TheMogRunner vs. yarnusvshartiwg

Discussion in 'ASB' started by deadfox081, Jan 9, 2012.

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  1. deadfox081

    deadfox081

    Joined:
    Mar 31, 2011
    Messages:
    4,133
    Rules
    Pokemon: 2v2
    Format: NFE Doubles
    DQ: 1 day
    Items: None
    Switch: NO
    Abilities: One
    3 Recovers/3 Chills

    Arena
    The Tower of Heaven
    Field Type: Flying
    Complexity: Intense
    Format: All

    Restrictions: No water source, No digging, No rain or hail, No Grass Knot

    Description: About 20m in diameter, this battlefield is the aerie of the Tower of Heaven, a colossus that extends high into the atmosphere, and home to an entity simply known as the Deity. Golden blocks litter the battlefield, about two to three meters apart, and are both a size and weight class of 1. The battlefield is so high up that it pierces the clouds, which makes rain and hail impossible, but the open sky and all the dust atop the tower make sun and sandstorms viable. The floor is made of tough, thick stone, and is thus impossible to dig through. It's also devoid of water or vegetation, so Grass Knot or certain water moves like surf are impossible. While a pokemon that can fly or levitate can return to the battlefield if s/he is thrown off the tower, those who can't will fall to their deaths (translation: instant KO). Seismic moves are allowed, as the tower somehow repairs damage to it by itself. Finally, since the Deity does run this tower, you must adhere to whatever law He dictates, or else He's gonna smite ya.

    The Book of Laws: At the end of each round, the ref will rng d20. Whatever number it hits, the corresponding law in the list below will be in effect for the following round. If a law is explicitly defined to take place on a certain round (e.g. "thou shalt not waste my time" in round 20), then that law will be in effect instead. Only one law will be in effect at a time.

    Each pokemon involved in the battle has an individual smite counter, which is set to 1. At the end of each round, if a pokemon at some point in the round has broken the law currently in effect, the deity will smite the offending pokemon, dealing a typeless (10 * smite counter) in damage. Following penalty, the offending pokemon's smite counter will be increased by 1, to a maximum of 5. Switching the pokemon out will reset its smite counter to 1.

    The Laws (open)
    1: The Book of Laws is blank - No law is in effect this round. Go nuts! By default, this law will be in effect during the first round of battle.
    2: Thou shalt not touch the golden blocks - The pokemon may not touch any of the golden blocks littered on the battlefield. If a pokemon is knocked to the ground or hit with a critical, the ref will rng d6. If a 6 is rolled, the pokemon accidentally touches a golden block and will be penalized. Moves that employ telekinesis to throw golden blocks at a foe will not result in a penalty - in fact, connecting such an attack will penalize the enemy!
    3: Thou shalt not shake the earth - The pokemon may not use any seismic moves.
    4: Thou shalt not touch another living being - The pokemon may not make physical contact with each other or any other living being (e.g. bullet seed, leech seed). If one pokemon touches the other, both will be penalized.
    5: Thou shalt not leave the ground - The pokemon may not fly, levitate, jump, or otherwise be in the air. If a pokemon is knocked away or hit with a critical, the ref will rng d6. If a 6 is rolled, the pokemon is lifted from the ground briefly and will be penalized.
    6: Thou shalt not walk - The pokemon may not walk, run or slither across the ground. The pokemon may, however, jump across the ground, fly or otherwise travel through the air, provided it doesn't need to walk or run to get momentum going.
    7: Thou shalt not tamper with the weather - The pokemon may not use any weather-changing moves or abilities, like sunny day, sand stream or the weather-clearing command of cloud nine. Any current weather in play will not be affected.
    8: Thou shalt not incapacitate - The pokemon may not use moves that induce status ailments. Any status inducing moves (e.g. toxic spikes) that were in play before this law came into effect are excluded.
    9: Thou shalt not flee - Switching pokemon is prohibited in this round. If a pokemon does switch out, the deity will smite it before the switch takes effect, rather than at the end of the round like usual. If the ref rngs this law in a battle where switching out results in a KO, then s/he will treat it as if s/he rolled a 1 instead.
    10: Thou shalt not invoke [type] - Moves of the type specified by the law are prohibited. The ref will rng d17 to determine the type:
    1: Normal
    2: Fire
    3: Water
    4: Electric
    5: Grass
    6: Ice
    7: Fighting
    8: Poison
    9: Ground
    10: Flying
    11: Psychic
    12: Bug
    13: Rock
    14: Ghost
    15: Dragon
    16: Dark
    17: Steel
    11: Thou shalt not be a coward - The pokemon may only use damaging moves. You may use non-damaging moves in a combo attack, provided the combined attack does damage (e.g. Weather Ball with Will-o-wisp). Moreover, the cooldown that follows a combo move will not result in a penalty.
    12: Thou shalt not kill - The pokemon may not directly KO the opponent. KOing a pokemon through indirect damage (e.g. Toxic, Leech Seed) will not result in a penalty.
    13: Thou shalt not heal - The pokemon may not use recovery or chills. If the ref rngs this law in a battle where recovery is prohibited to begin with, then s/he will treat it as if s/he rolled a 1 instead.
    14: Thou shalt not harm - The pokemon may only use non-damaging moves. Indirect damaging moves like toxic or leech seed are allowed.
    15: Thou shalt not protect thyself - The pokemon may not dodge or otherwise attempt to prevent damage done to itself (e.g. using barrier to deflect contact moves).
    16: Thou shalt not employ thine talents - The pokemon may not use ablilties that can be activated or enabled. If an ability can be disabled, it must be disabled before the end of the round to avoid penalty. Traits and innate abilities will not be penalized.
    17: Thou shalt not overpower thine foe - If the percentage of the pokemon's HP exceeds the percentage of its foe's HP by at least 40% by the end of the round (e.g. yours is at 90% HP while your foe's is at 12%), the pokemon will suffer a penalty.
    18: Thou shalt not be a weakling - If the percentage of the pokemon's HP is less than the percentage of its foe's HP by at least 40% by the end of the round (e.g. yours is at 12% HP while your foe's is at 90%), the pokemon will suffer a penalty.
    19: Thou shalt not speak - Sound-based moves are prohibited.
    20: Thou shalt not inflict grievous damage - If a pokemon's attack lands a critical hit, it suffers a penalty.

    There's also a law that always takes effect on the 20th round, and again every additional ten rounds:

    Thou shalt not waste my time
    - The deity is pissed at how long the fight's taking, and smites both pokemon at the end of the round. What an asshole!


    TheMogRunner's Team
    UFO the Magneton (open)
    [​IMG]
    UFO the Magneton
    Magneton(*) [UFO] (/)

    Nature:
    Calm (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Attack)
    Personality:(to be added later)

    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.
    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.

    Abilities:
    Magnet Pull:(Can be Activated)
    This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.
    Command: (Ability: Magnet Pull (Attract) or Ability: Magnet Pull (Repulse))

    Sturdy:(Innate)
    This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

    (DW)Analytic:(Can be Enabled)
    If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.(LOCKED)

    Stats:
    HP: 90
    Atk: Rank 1(-)
    Def: Rank 3
    SpA: Rank 5
    SpD: Rank 4(+)
    Spe: 70

    EC:4/9
    MC:1
    DC:1/5

    Attacks:
    Metal Sound(*)
    Tackle(*)
    ThunderShock(*)
    Supersonic(*)
    SonicBoom(*)
    Thunder Wave(*)
    Spark(*)
    Electro Ball(*)
    Lock-On(*)
    Swift(*)
    Lock-on
    Zap-Cannon

    Flash Canon(*)
    Thunder(*)
    Rain Dance(*)

    (Attacks=15)
    Rum the Riolu (open)
    Rum the Riolu[​IMG]
    Rarity: 2
    Riolu [Rum] (M)

    Nature:Rash (+1 SpA, -1 SpD)

    Personality:

    Type:
    Fighting:
    These Pokemon come in two flavors. Either they are trained and disciplined masters of targeted strikes and ki attacks, or wild, savage Pokemon with innate battling instincts far above their peers. In either case, these Pokemon have powerful, dense muscles that allow them to throw targets of almost any weight if asked to do so, regardless of their own size. Their discipline allows them to Meditate and Cheer Up at a lower energy cost.

    Summary: 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:
    Steadfast: (Innate)
    If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

    Inner Focus: (Innate)
    When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

    Prankster: (Innate)
    The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

    Stats:
    HP: 90
    Atk: Rank 3
    Def: Rank 2
    SpA: Rank 3(+)
    SpD: Rank 1(-)
    Spe: 60
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 13

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

    Attacks:
    Quick Attack
    Foresight
    Endure
    Counter
    Force Palm
    Feint
    Reversal
    Screech

    Bullet Punch
    Hi Jump Kick
    Blaze Kick
    Ice Punch

    Swords dance
    Brick Break
    Shadow Claw

    (Attacks=15)


    yarnusvshartiwg's Team
    Pow! the Aipom (open)
    [​IMG]
    Aipom(*) Pow! (M)
    Nature: Adamant (Attack increased by *; Special Attack reduced by *)
    Type: Normal
    Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Abilities:
    Run Away: (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.
    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.

    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).
    Stats:
    HP: 90
    Atk: Rank 4 (+)
    Def: Rank 2
    SpA: Rank 1 (-)
    SpD: Rank 2
    Spe: 85
    Total Ranks:14
    Size Ranks: 1
    Weight Rank: 2

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

    19 Attacks
    Attacks:
    Scratch(*)
    Tail Whip(*)
    Sand Attack(*)
    Astonish(*)
    Baton Pass(*)
    Tickle(*)
    Fury Swipes(*)
    Swift(*)
    Screech(*)
    Agility

    Fake Out(*)
    Revenge(*)
    Bounce(*)

    Double Edge(*)
    Fire Punch(*)
    Ice Punch(*)
    Brick Break
    Counter
    Endure
    Zzz! The Munchlax (open)
    [​IMG]
    Munchlax [Zzz!] (M)
    Nature: Impish (+1 Def, -1 Spa)

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

    Thick Fat: Type: 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.)

    Gluttony: Type: Innate This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).

    Stats:
    HP: 120
    Atk: Rank 3
    Def: Rank 3 (+)
    SpA: Rank 1 (-)
    SpD: Rank 3
    Spe: 5
    Size Class: 1
    Weight Class: 5
    Base Rank Total: 16

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

    Moves:
    Metronome
    Odor Sleuth
    Tackle
    Defense Curl
    Amnesia
    Lick
    Recycle
    Screech
    Chip Away
    Stockpile
    Body Slam
    Snatch

    Counter
    Substitute
    Zen Headbutt

    Earthquake
    Protect
    Double Team


    Turn Order
    TheMogRunner selects abilities
    yarnusvshartiwg selects abilities and issues actions
    TheMogRunner issues actions
    I ref

    Good luck!
  2. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    I don't care what abilities you use. 1 sub, though. I feel I have been severely counter-teamed, but no matter.
    Aipom: Run Away
    Munchlax: Thick Fat

    Aipom: Bounce (Riolu), Fire Punch (Magneton), Bounce(Riolu)
    If Riolu uses a damaging fighting move on you on A2, use Counter
    Munchlax: Earthquake, Substitute (20), Earthquake
    If Riolu uses a damaging fighting move on you on A2 or A3, use Counter.
  3. TheMogRunner

    TheMogRunner

    Joined:
    May 4, 2011
    Messages:
    637
    yah sorry about that... I haven't used my Magneton in a long time.
    Magneton: Sturdy
    Riolu: Steadfast

    Magneton: Levitate
    why (open)
    Levitate: The Pokemon hovers above the ground, avoiding all Bulldoze, Earthquake, Fissure, and Magnitude for three (3) actions. Earth Power's effectiveness is reduced by 3 BAP. Dig and Dive will also be avoided unless the user is above Size Class four (4), is 3.5m or longer, or has Levitate or the Flying type.

    Pokemon with the Levitate Command (Based on Anime precedent, basic wings, etc.):

    Magnemite, Magneton, Geodude, Staryu, Starmie, Porygon, Dragonair, Mewtwo, Dunsparce, Heracross, Forretress, Scizor, Porygon2, Nincada, Nosepass, Volbeat, Illumise, Banette, Dusclops, Glalie, Metang, Metagross, Magnezone, Froslass, Probopass, Porygon-Z, Dusknoir, Garchomp, Dialga, Palkia, Darkrai, Arceus, Cottonee, Yamask, Cofagrigus, Solosis, Duosion, Reuniclus, Vanillite, Vanillish, Vanilluxe, Excavalier, Frillish, Jellicent, Litwick, Lampent, Chandelure, Druddigon, Golurk, Klink, Klang, Klinklang, Larvesta, Reshiram, Zekrom, Genesect, Revenankh.

    Command Type: Specific Pokemon | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT:None
    This can be found here at the bottom of post #3
    - Rain Dance - Thunder (aipom)
    Riolu: Counter (aipom) - swords dance - Counter (aipom)
  4. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    Yeah, I knew about levitate. I was just hoping you didn't. At least it hits Riolu super-effectively.

    Edit: oops. that's actually good, though.
  5. TheMogRunner

    TheMogRunner

    Joined:
    May 4, 2011
    Messages:
    637
    but he is not part steel until he evolves
  6. deadfox081

    deadfox081

    Joined:
    Mar 31, 2011
    Messages:
    4,133
    [​IMG]|[​IMG]
    UFO (U) | Rum (M)
    HP: 90 | HP: 90
    EN: 100 | EN: 100
    Spe: 70 | Spe: 60
    Sturdy | Steadfast
    Smite: 1 | Smite: 1

    VS.

    [​IMG]|[​IMG]
    Pow! (M) | Zzz! (M)
    HP: 90 | HP: 120
    EN: 100 | EN: 100
    Spe: 85 | Spe: 5
    Run Away | Thick Fat
    Smite: 1 | Smite: 1

    Law 1: The Book of Laws is blank

    We're kicking off this battle between some not quite fully grown Pokemon in the most precarious of positions. The fates have decided to go easy on us in the beginning and allow free roam of this Kingdom without imposing on of their many laws, so lets get down to it.

    Pow! apparently fears no height as he Bounces even higher in the air than the already menacing tower they are fighting on. UFO also takes skyward, although this is only a minor Levitation. Nevertheless both are certainly protected from Zzz!'s Earthquake and it is only Rum who takes damage, albeit rather muted. This sequence ends with a bang however, as Pow! crashes down on Rum with all its might. Thankfully for his trainer Rum was able to maintain his composure and turn the damage against the Aipom by Countering the blow!

    The zippy Aipom is right back on the attack to kick off the middle of the round and aims a Fiery Punch at UFO that singes the magnet's metallic skin. The Magneton then bursts into a peculiar dance that one might imagine is designed to bring forth Rain. Unfortunately given our current position is far above the clouds it was all kind of a waste. Rum is also dancing, but this is a Dance of Swords designed to hone its attacking skills for later. Zzz! moves last as all Munchlax should and uses some of its superfluous HP to form a sturdy Substitute.

    The end of the round largely mirrors the first as Pow! once again leaps high into the air. UFO seems to have a plan for the jumping monkey, but unfortunately the lack of rain allowed in Heaven means he is left dealing with a rather inaccurate Thunder and a miss tops off his rather useless round. Munchlax is meanwhile creating another Earthquake to hurt only Rum and Pow! compound's the fighter's problems by once again Bouncing on him. In fact this one hits with such force that poor Rum ends up paralyzed and whatever he was planning to end the round is neutered by the said affliction crippling him.

    Just as the battlers are recovering their breath a a booming voice comes down upon the tower and informs us all that... once again no Laws will be in effect for the next round. How boring.


    Calculations (open)
    Action 1
    Pow!: Pow Bounced up into the air!
    UFO: Levitate > UFO started floating! [5 EN]
    Zzz! Earthquake [7 EN]
    @UFO: UFO is levitating!
    @Rum: CRIT [<=63] 399/1000: NO > (10*0.75 + (3-2)*1.5) = 9 [9 DMG]
    @Pow! Pow! is up in the air!
    Pow!: Bounce (Rum) > HIT [<=850] 751/1000: YES | CRIT [<=63] 665/1000: NO | PARA [<=300] 859/1000: NO > (8 + (4-2)*1.5)*1.5 = 16.5 = 17 [17 DMG] [8 EN]
    Rum: Counter (Pow!) > 17*1.5 = 25.5 = 26 [26 DMG] [14 EN]

    Action 2
    Pow!: Fire Punch (UFO) > CRIT [<=63] 888/1000: NO | BURN [<=100] 765/1000: NO > (8 + (4-3)*1.5)*1.5 = 14.25 = 14 [14 DMG] [6 EN]
    UFO: Rain Dance > But we're too high up for rain to fall! [10 EN]
    Rum: Swords Dance > Rum's Attack sharply rose! [7 EN]
    Zzz! Substitute > Zzz! made a 20 HP substitute! [-20 HP] [18 EN]

    Action 3
    Pow!: Pow Bounced up into the air!
    UFO: Thunder (Pow!) > HIT [<=700] 900/1000: NO > The attack missed! [8 EN]
    Zzz! Earthquake [7 EN]
    @UFO: UFO is levitating!
    @Rum: CRIT [<=63] 980/1000: NO > (10*0.75 + (3-2)*1.5) = 9 [9 DMG]
    @Pow! Pow! is up in the air!
    @Pow! Pow! is up in the air!
    Pow!: Bounce (Rum) > HIT [<=850] 138/1000: YES | CRIT [<=63] 722/1000: NO | PARA [<=300] 80/1000: YES > (8 + (4-2)*1.5)*1.5 = 16.5 = 17 > Rum was paralyzed (20%)! [17 DMG] [8 EN]
    Rum: PARA [<=200] 73/1000: YES Rum was fully paralyzed! > Rum's paralysis stage fell!

    Arena Roll
    1/20: The Book of Laws is blank![/b]


    [​IMG]|[​IMG]
    UFO (U) | Rum (M)
    HP: 76 | HP: 38
    EN: 77 | EN: 79
    Spe: 70 | Spe: 60 (15)
    Sturdy | Steadfast
    N/A | Parlyzed (10%), +2 Att
    Smite: 1 | Smite: 1

    VS.

    [​IMG]|[​IMG]
    Pow! (M) | Zzz! (M)
    HP: 64 | HP: 100
    EN: 78 | EN: 68
    Spe: 85 | Spe: 5
    Run Away | Thick Fat
    N/A | Substitute (20)
    Smite: 1 | Smite: 1

    Law 1: The Book of Laws is blank

    TheMogRunner issues actions
    yarnusvshartiwg issues actions
    REFEREE
  7. TheMogRunner

    TheMogRunner

    Joined:
    May 4, 2011
    Messages:
    637
    well... OK
    UFO: Lock on - Zap Cannon (Pow) - Spark (POW)
    If a ground type move is used Levitate but only once and push actions back
    Rum: Hi jump kick(POW) - Brick break(POW) - Reversal (Zzz)
    If Counter is used change current action to swords dance, do not push actions back
  8. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    Pow! - Fake Out (Ufo), Bounce (rum), Fire Punch (UFO)
    Zzz! - Earthquake, Zen Headbutt(rum), Earthquake
  9. deadfox081

    deadfox081

    Joined:
    Mar 31, 2011
    Messages:
    4,133
    [​IMG]|[​IMG]
    UFO (U) | Rum (M)
    HP: 76 | HP: 38
    EN: 77 | EN: 79
    Spe: 70 | Spe: 60 (15)
    Sturdy | Steadfast
    N/A | Parlyzed (10%), +2 Att
    Smite: 1 | Smite: 1

    VS.

    [​IMG]|[​IMG]
    Pow! (M) | Zzz! (M)
    HP: 64 | HP: 100
    EN: 78 | EN: 68
    Spe: 85 | Spe: 5
    Run Away | Thick Fat
    N/A | Substitute (20)
    Smite: 1 | Smite: 1

    Law 1: The Book of Laws is blank

    Pow! leads off even speedier than usual with a Fake Out on the UFO. Man STAB on that move makes a big difference. The move was so swift in fact that the magnets are all confused and do absolutely nothing. Rum has something in store for the Aipom, and a Hi Jump Kick to the face says Pow! right back to it. Zzz! likes his Earthquakes so he goes ahead and makes another one. But this one hits everyone else on the field, including his own team mate. Woops.

    The very cheeky monkey goes back to his Bouncing, at least he looks to be having fun. UFO is able to tap into his analytical side and send a red laser beam all the way up to the sky high Aipom to ensure that his next attack hits right on target. Unfortunately this does not help his team mate, and Rum tries in vain to hit Pow! with a punch. Munchlax meanwhile has a Headbutt to greet Rum before Pow! sends him packing as he lands from his Bounce. Thanks for coming, buddy.

    Pow! throws another Fire Punch at the Magneton, and this one manages to burn even his steel skin. UFO is finally able to do something meaningful and responds with a slow yet uncharacteristically accurate Zap Cannon at Pow! As usual, the move leaves its target severely paralyzed. Zzz! rounds us out with his favourite move, the Earthquake. Only this time he comes mere inches away from knocking out his own team member. Good thing he didn't, because I have no idea how to handle that counter wise. As the burn singes into UFO a booming voice comes from above the tower and tells everyone to play nice and not push towards an unfair advantage. Unfortunately for UFO this ruling may have come too late to save it.


    Calculations (open)
    Action 1
    Pow!: Fake Out (UFO) > CRIT [<=63] 618/1000: NO > (4 + 3 - 1 + (4-3)*1.5)*0.67 = 5.025 = 5 [5 DMG] [3 EN]
    UFO: UFO flinched!
    Rum: PARA [<=10] 638/1000: NO > Hi Jump Kick (Pow!) > HIT [<=900] 60/1000: YES | CRIT [<=63] 991/1000: NO > (13 + 3 + (3-2)*1.5)*1.5 + 1.75 = 28 [28 DMG] [7 EN]
    Zzz! Earthquake [11 EN]
    @UFO: CRIT [<=63] 937/1000: NO > (10*0.75 - 1 + (3-3)*1.5)*2.25 = 14.625 = 15 [15 DMG]
    @Rum: CRIT [<=63] 965/1000: NO > (10*0.75 + (3-2)*1.5) = 9 [9 DMG]
    @Pow! CRIT [<=63] 861/1000: NO > (10*0.75 + (3-2)*1.5) = 9 [9 DMG]

    Action 2
    Pow!: Pow Bounced up into the air!
    UFO: Technically this move requires a target, and while I'm tempted to be harsh and either RNG it or have the move outright fail I will instead run with the obvious Lock On (Pow!) > UFO is Locked On to Pow! [6 EN]
    Rum: PARA [<=10] 135/1000: NO > Brick Break (Pow!) > The attack missed! [5 EN]
    Zzz! Zen Headbutt (Rum) > HIT [<=900] 713/1000: YES | CRIT [<=63] 871/1000: NO > (8 + (3-2)*1.5)*1.5 = 14.25 = 14 [14 DMG] [6 EN]
    Pow!: Bounce (Rum) > HIT [<=850] 142/1000: YES | CRIT [<=63] 788/1000: NO | PARA [<=300] 218/1000: YES > (8 + (4-2)*1.5)*1.5 = 16.5 = 17 > Rum was paralyzed (20%)! [17 DMG] [8 EN]
    Rum was knocked out!

    Action 3
    Pow!: Fire Punch (UFO) > CRIT [<=63] 866/1000: NO | BURN [<=100] 97/1000: YES > (8 - 1 + (4-3)*1.5)*1.5 = 12.75 = 13 > UFO was burned! [13 DMG] [6 EN]
    UFO: Zap Cannon (Pow!) > CRIT [<=63] 182/1000: NO > (12 + 3 + (5-2)*1.5) = 19.5 = 20 > Pow! was paralyzed (25%)! > [20 DMG] [8 EN]
    Zzz! Earthquake [11 EN]
    @UFO: CRIT [<=63] 259/1000: NO > (10*0.75 - 1 + (3-3)*1.5)*2.25 = 14.625 = 15 [15 DMG]
    @Pow! CRIT [<=63] 408/1000: NO > (10*0.75 + (3-2)*1.5) = 9 [9 DMG]

    UFO is hurt by the burn! [2 DMG]

    Arena Roll
    17/20: Thou shalt not overpower thine foe
    If the percentage of the pokemon's HP exceeds the percentage of its foe's HP by at least 40% by the end of the round (e.g. yours is at 90% HP while your foe's is at 12%), the pokemon will suffer a penalty.


    [​IMG]|[​IMG]
    UFO (U) | Rum (M)
    HP: 26 | HP: -2
    EN: 63 | EN: 37
    Spe: 70 | Spe: 60 (15)
    Sturdy | Steadfast
    Burned | Parlyzed (5%), +1 Att
    Smite: 1 | Smite: 1

    VS.

    [​IMG]|[​IMG]
    Pow! (M) | Zzz! (M)
    HP: 2 | HP: 100
    EN: 61 | EN: 44
    Spe: 85 (21) | Spe: 5
    Run Away | Thick Fat
    Paralyzed (20%) | Substitute (20)
    Smite: 1 | Smite: 1

    Law 17: Thou shalt not overpower thine foe

    yarnusvshartiwg issues actions
    TheMogRunner issues actions
    REFEREE
  10. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    Earthquake hits UFO 2.25 weak, not 1.5. UFO should have taken 10 more damage.

    Pow! Endure, Fire Punch, Brick Break
    Zzz! Earthquake, Double Team, Earthquake
    If Levitate: snatch
  11. TheMogRunner

    TheMogRunner

    Joined:
    May 4, 2011
    Messages:
    637
    hmmm...

    Levitate - thundershock (POW), Levitate
  12. deadfox081

    deadfox081

    Joined:
    Mar 31, 2011
    Messages:
    4,133
    [​IMG]
    UFO (U)
    HP: 26
    EN: 63
    Spe: 70
    Sturdy
    Burned
    Smite: 1

    VS.

    [​IMG]|[​IMG]
    Pow! (M) | Zzz! (M)
    HP: 2 | HP: 100
    EN: 61 | EN: 44
    Spe: 85 (21) | Spe: 5
    Run Away | Thick Fat
    Paralyzed (20%) | Substitute (20)
    Smite: 1 | Smite: 1

    Law 17: Thou shalt not overpower thine foe

    Pressing the advantage as any good Pokemon should do Pow! goes ahead and sets itself up to Endure whatever is incoming this round. Zzz! also has a highly unusual burst of speed, as he looks poised to Snatch anything interesting UFO is going to do. Sure enough the magnets look once again to Levitate from the pillar but through some strange concoction of Pokemon logic Munchlax is indeed able to steak the effect and begins to float itself. I don't want to be under him when this wears off.

    UFO then basically wastes its time firing off a Thundershock at the Endured Aipom. Shame too as the move would have done more than enough damage to knock the annoying little monkey out under normal circumstances. Pow! responds mercilessly with a Fire Punch that brings UFO almost as near to the bottom of his HP bank as Pow! itself is. All the while Zzz! is a little confused as his trainers' lack of instruction and basically just floats around doing nothing.

    Zzz! and UFO play the same game as action 1, with the net result being me getting to watch the absurdity of a levitating Munchlax a little longer. Pow! sharply puts a stop to this though by knocking out UFO with a Brick Break. In fact it his critically just to rub in exactly how dominant that silly thing has been in this match. A darn shame too, this one didn't even last long enough for me to see what fun the arena could provide.


    Calculations (open)
    Action 1
    Pow!: PARA [<=200] 378/1000: NO > Endure > Pow! is ready for anything! [14 EN]
    Zzz!: Snatch > Zzz! is ready to Snatch UFO's move! [8 EN]
    UFO: Levitate > Zzz! snatched the move! > Zzz! started floating! [5 EN]

    UFO is hurt by the burn! [2 DMG]

    Action 2
    UFO: Thundershock (Pow!) > CRIT [<=63] 498/1000: NO > (4 + 3 + (5-2)*1.5) = 11.5 = 12 > Pow! endured the hit! [1 DMG] [2 EN]
    Pow!: PARA [<=200] 254/1000: NO > Fire Punch > CRIT [<=63] 107/1000: NO > (8 - 1 + (4-3)*1.5)*1.5 = 12.75 = 13 [13 DMG] [6 EN]
    Zzz!: Double Team > Zzz! doesn't know how many clones to make! > The move failed!

    UFO is hurt by the burn! [2 DMG]

    Action 3
    Zzz!: Snatch > Zzz! is ready to Snatch UFO's move! [8 EN]
    UFO: Levitate > Zzz! snatched the move! > Zzz! started floating! [5 EN]
    Pow!: PARA [<=200] 727/1000: NO > Brick Break > CRIT [<=63] 31/1000: YES > (8 + 3 - 1 + (4-3)*1.5)*1.5 = 17.25 = 17 [17 DMG] [6 EN]
    UFO was knocked out!

    Arena effects are nullified due to the end of the round not being reached.


    [​IMG]
    UFO (U)
    HP: -8
    EN: 51
    Spe: 70
    Sturdy
    Burned
    Smite: 1

    VS.

    [​IMG]|[​IMG]
    Pow! (M) | Zzz! (M)
    HP: 1 | HP: 100
    EN: 35 | EN: 28
    Spe: 85 (21) | Spe: 5
    Run Away | Thick Fat
    Paralyzed (15%) | Substitute (20), Levitate (2a)
    Smite: 1 | Smite: 1

    yarnusvshartiwg wins!

    Prizes

    yarnusvshartiwg
    2 CC
    Pow! the Aipom: 1 EC, 2 MC, 1 DC, 2 KO
    Zzz! the Munchlax: 1 EC, 2 MC, 1 DC

    TheMogRunner
    2 CC
    UFO the Magneton: 1 EC, 2 MC, 1 DC
    Rum the Riolu: 1 EC, 2 MC, 1 DC

    deadfox081
    5 UC
  13. TheMogRunner

    TheMogRunner

    Joined:
    May 4, 2011
    Messages:
    637
    And that is why I love aipom. Good game yarnushsomethingorother.
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