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Completed TheWolfe vs Solstice In A Wonderful Cave!

Discussion in 'ASB' started by Spenstar, Nov 27, 2011.

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  1. Spenstar

    Spenstar

    Joined:
    May 6, 2010
    Messages:
    1,818
    I interpret superior senses as a permanent +1 accuracy stage boost, and -1 energy cost on all moves.

    TheWolfe:
    Jennie June the Kirlia (open)
    [​IMG]
    Jennie June - Kirlia (F)
    Nature: Calm (Add one rank to Special Defense; Subtract one rank to Attack)
    Type: 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.
    KOs: 5

    Abilities:
    Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
    Syncronize: (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.
    Telepathy: (DW) - LOCKED.

    Stats:
    HP: 90
    Atk: Rank 1
    Def: Rank 2
    SpA: Rank 3
    SpD: Rank 3
    Spe: 50
    Size Class: 1
    Weight Class: 2
    Base Rank Total: 13

    EC: 4/9
    MC: 0
    DC: 4/5

    Attacks:
    -Growl
    -Confusion
    -Double Team
    -Teleport
    -Lucky Chant
    -Magical Leaf
    -Heal Pulse
    -Calm Mind
    -Hypnosis
    -Dream Eater

    -Disable
    -Encore
    -Memento
    -Signal Beam
    -Pain Split

    -Psychic
    -Shadow Ball
    -Toxic
    -Trick Room
    -Thunderbolt
    -Will-o-Wisp
    -Taunt

    Total Moves: 23

    Chugga the Koffing (open)

    [​IMG]
    Chugga - Koffing (M)
    Nature: Quiet (Adds one Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
    Type: 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.
    KOs: 0

    Abilities:
    Levitate: (Innate) 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.

    Stats:
    HP: 90
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2
    Spe: 30 - 10 evasion
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 14

    EC: 1/6
    MC: 0

    Attacks:
    -Poison Gas
    -Tackle
    -Smog
    -Smokescreen
    -Assurance
    -Clear Smog
    -Selfdestruct
    -Sludge

    -Psybeam
    -Pain Split
    -Spite

    -Sludge Bomb
    -Thunderbolt
    -Flamethrower
    -Toxic

    Total Moves: 15

    Serenity the Togetic (open)
    [​IMG]
    Serenity - Togetic (F)
    Nature: Bold (Adds 1 to Defense; Subtracts 1 from Attack)
    Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
    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.
    KOs: 3
    Original Trainer: rickheg

    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.
    Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
    Super Luck: (DW) - LOCKED.

    Stats:
    HP: 90
    Atk: Rank 1
    Def: Rank 4
    SpA: Rank 3
    SpD: Rank 4
    Spe: 40
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 16

    EC: 7/9
    MC: 0
    DC: 3/5

    Attacks:
    Growl
    Charm
    Metronome
    Sweet Kiss
    Yawn
    Encore
    AncientPower
    Follow Me
    Bestow

    Extrasensory
    Nasty Plot
    Psycho Shift
    Morning Sun
    Tri Attack

    Shadow Ball
    Flamethrower
    Grass Knot
    Toxic
    Reflect
    Light Screen
    Sunny Day

    Total Moves: 21


    Solstice:
    Thu'um the Phanpy (open)

    [​IMG]
    Phanpy (M) Thu'um
    Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
    Type: Ground
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Stats:
    HP: 100
    Atk: Rank 2
    Def: Rank 2
    SpAtk: Rank 2
    SpDef: Rank 3 (+)
    Spe: 34 (-)
    Size Class: 1
    Weight Class: 3
    Base Rank Total: 13

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

    Abilities:
    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.
    Sand Veil (DW Locked/Innate): This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

    Attacks:
    Odor Sleuth
    Tackle
    Growl
    Defence Curl
    Flail
    Take Down
    Rollout
    Natural Gift
    Slam

    Counter
    Head Smash
    Ice Shard

    Earthquake
    Rock Slide
    Roar

    Total Moves: 15

    Dovahkiin the Dratini (open)
    [​IMG]
    Dratini (F) Dovahkiin
    Nature: Rash (+1 SpAtk, -1 SpDef)
    Type: Dragon
    Dragon:Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

    Stats:
    HP: 90
    Atk: Rank 3
    Def: Rank 2
    SpAtk: Rank 3 (+)
    SpDef: Rank 1 (-)
    Spe: 50
    Size Class: 2
    Weight Class: 1
    Base Rank Total: 13

    Abilities:
    Shed Skin (Innate):

    This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
    Marvel Scale (DW Locked/Innate):
    This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

    Attacks:
    Wrap
    Leer
    Thunder Wave
    Twister
    Dragon Rage
    Slam
    Agility

    Extremespeed
    Dragon Pulse
    Dragon Dance

    Ice Beam
    Thunderbolt
    Surf

    Total Moves: 13

    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: 2/6
    MC: 0
    DC: 3/5

    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
    Signal Beam

    Flamethrower
    Charge Beam
    Smack Down
    Protect

    Total Moves: 16


    Wolfe, send out your mon first
  2. TheWolfe

    TheWolfe

    Joined:
    Sep 26, 2008
    Messages:
    2,491
    Time to send out Chugga(conroy)!

    [​IMG]
    Chugga - Koffing (M)
  3. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Ok, I guess I'll send out Thu'um the Phanpy! Start off with a combination move, those are always fun! Take-Down + Earthquake! Grab ahold of him with your trunk and slam him into the ground with earth breaking force so he gets hit with the Earthquake and doesn't just levitate away! Follow through with a Roll-Out!
  4. TheWolfe

    TheWolfe

    Joined:
    Sep 26, 2008
    Messages:
    2,491
    [​IMG]

    Ohohohoho!

    All right Chugga! Elevate Phanpy's recoil damage with a super Assurance! (Assurance + Assurance). Relax and then follow up with a Smokescreen.

    Assurance + Assurance ~ Cooldown ~ Smokescreen
    Sub: IF Take Down + Earthquake combo does not cause recoil damage on Phanpy, THEN use Toxic AND Flamethrower on A1 and A2.
  5. Spenstar

    Spenstar

    Joined:
    May 6, 2010
    Messages:
    1,818
    I do realize it's been too long since this match started. Reffing nao.

    Round 0:

    Chugga the Koffing (open)

    [​IMG]
    Chugga - Koffing (M)
    Nature: Quiet (Adds one Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
    Type: 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.
    KOs: 0

    Abilities:
    Levitate: (Innate) 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.

    Stats:
    HP: 90
    Energy: 100
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2
    Spe: 30 - 10 evasion
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 14


    Thu'um the Phanpy (open)

    [​IMG]
    Phanpy (M) Thu'um
    Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
    Type: Ground
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Stats:
    HP: 100
    Energy: 100
    Atk: Rank 2
    Def: Rank 2
    SpAtk: Rank 2
    SpDef: Rank 3 (+)
    Spe: 34 (-)
    Size Class: 1
    Weight Class: 3
    Base Rank Total: 13


    I could just enjoy this scenery forever... But I'm here to ref a match, so here we go! Phampy and Koffing begin the match staring each other down. Phampy suddenly rushes toward Koffing and jumps, knocking him from above with take down! The impact lands Koffing on the ground as opposed to levitating, and Phampy uses this chance to cause an amazing earthquake using the impact from the take down! The bad news is that Phampy took damage from the shockwave of his own attack. Koffing takes advantage of this and strikes back with a super assurance!

    Some time passes as Koffing floats again, Phampy retreats to his side of the field, and both Pokemon recharge their energy to strike again. Eventually Phampy charges at Koffing with an intense rollout that scores a critical hit! Koffing responds by filling the arena with a *cough* screen of smoke. And that's all for now! We'll be back after this!

    Calcs and RNG Rolls (open)

    Phampy used Take Down+Earthquake!
    BP: 9+10 = 19
    EC: (6+5)*1.5 = 16.5 ~17
    Combo Type: Ground
    RNG to hit: N/A (the combo has >100 accuracy after Phampy's accuracy boost from the arena)
    RNG to crit: (<626 crits) 2716 (no)
    ((19+3+3-4.5)*1.5) = 30.75 ~31 damage
    Phampy took 8 damage from recoil!
    -17 energy
    Koffing used Super Assurance!
    BP: (10)*2.25 = 22.5
    EC: (4+8)*2 = 24
    Combo Type: Dark
    RNG to hit: N/A
    RNG to crit: (<626 crits) 7536 (no)
    (22.5+4.5-3) = 24 damage
    -24 energy

    Phampy used Rollut!
    RNG to hit: N/A
    RNG to crit: 505 (yes)
    A Critical Hit!
    ((4+3+3-4.5)) = 5.5 ~6 damage
    -4 energy
    Koffing used Smokescreen!
    Phampy's accuracy fell!
    -4 energy


    Round 1:

    Chugga the Koffing (open)

    [​IMG]
    Chugga - Koffing (M)
    Nature: Quiet (Adds one Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
    Type: 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.
    KOs: 0

    Abilities:
    Levitate: (Innate) 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.

    Stats:
    HP: 53
    Energy: 72
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2
    Spe: 30 - 10 evasion
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 14


    Thu'um the Phanpy (open)

    [​IMG]
    Phanpy (M) Thu'um
    Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
    Type: Ground
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Stats:
    HP: 68
    Energy: 79
    Atk: Rank 2
    Def: Rank 2
    SpAtk: Rank 2
    SpDef: Rank 3 (+)
    Spe: 34 (-)
    Effects: Superior senses, -1 accuracy
    Size Class: 1
    Weight Class: 3
    Base Rank Total: 13


    Wolfe is up-e.
  6. TheWolfe

    TheWolfe

    Joined:
    Sep 26, 2008
    Messages:
    2,491
    [​IMG]

    Since it's rolling, Spite that Phanpy's Rollout, and then go for another Smokescreen and Toxic!

    Spite Rollout ~ Smokescreen ~ Toxic
  7. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Ok, if Rollout misses Action 1 switch actions then follow up with Slam, and then a Defense Curl.

    If Rollout hits Action 1 and misses Action 2 let your final action be Slam.

    Rollout-Rollout/Slam-Rollout/Defense Curl/Slam

    Hopefully that makes sense....
  8. Spenstar

    Spenstar

    Joined:
    May 6, 2010
    Messages:
    1,818
    Round 1:

    Chugga the Koffing (open)

    [​IMG]
    Chugga - Koffing (M)
    Nature: Quiet (Adds one Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
    Type: 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.
    KOs: 0

    Abilities:
    Levitate: (Innate) 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.

    Stats:
    HP: 53
    Energy: 72
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2
    Spe: 30 - 10 evasion
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 14


    Thu'um the Phanpy (open)

    [​IMG]
    Phanpy (M) Thu'um
    Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
    Type: Ground
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Stats:
    HP: 68
    Energy: 79
    Atk: Rank 2
    Def: Rank 2
    SpAtk: Rank 2
    SpDef: Rank 3 (+)
    Spe: 34 (-)
    Effects: Superior senses, -1 accuracy
    Size Class: 1
    Weight Class: 3
    Base Rank Total: 13


    Rollin like a wheel in a super-fast racecar, Phampy smacks Koffing around with his second rollout! Koffing decides to punish Phampy by casting a curse on his rollout, called spite! This does not phase Phampy literally or figuratively, though while his rollouts become critically more powerful, they're also getting more draining! Koffing keeps on the disruptive with another smokescreen, but to no avail, as Phampy's rollouts keep on hitting the poor sap! Koffing finally decides to go on a Pseudo-offensive and toxics Phampy!

    Calcs and RNG (open)

    Phampy used Rollut!
    RNG to hit: 1368 (yes)
    RNG to crit: 1821 (no)
    ((7+3-4.5)) = 5.5 ~6 damage
    -5 energy
    Koffing used Spite!
    Rollout was Spited!
    -6 energy

    Phampy used Rollut!
    RNG to hit: 4276 (yes)
    RNG to crit: 35 (yes)
    A critical hit!
    ((10+3+3-4.5)) = 11.5 ~12 damage
    -10 energy
    Koffing used smokescreen!
    Phampy's accuracy fell!
    -5 energy

    Phampy used Rollut!
    RNG to hit: 1549 (yes)
    RNG to crit: 5001 (no)
    ((13+3-4.5)) = 11.5 ~12 damage
    -11 energy
    Koffing used Toxic!
    RNG to hit: 6248
    Phampy was badly poisoned!
    -6 energy
    Phampy was hurt by Poison!
    -1 HP


    Round 2:

    Chugga the Koffing (open)

    [​IMG]
    Chugga - Koffing (M)
    Nature: Quiet (Adds one Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy on opponent’s attacks.)
    Type: 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.
    KOs: 0

    Abilities:
    Levitate: (Innate) 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.

    Stats:
    HP: 23
    Energy: 55
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2
    Spe: 30 - 10 evasion
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 14


    Thu'um the Phanpy (open)

    [​IMG]
    Phanpy (M) Thu'um
    Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
    Type: Ground
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Stats:
    HP: 67
    Energy: 58
    Atk: Rank 2
    Def: Rank 2
    SpAtk: Rank 2
    SpDef: Rank 3 (+)
    Spe: 34 (-)
    Effects: Superior senses, -1 accuracy, Rollout Spited (3 more actions), Toxic(2)
    Size Class: 1
    Weight Class: 3
    Base Rank Total: 13


    Solstice is up.
  9. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Ok, well because of the accuracy lowering in here so much, I think it's time to stop using Rollout and look for an alternative! Let's try this!!! Lead off with a MEGA POWERFUL COMBINATION ATTACK! Head Smash + Slam! We'll call it the WORLDCRUSHER! Just beat him into oblivion! After your cooldown, if he's still alive, finish him off with an Ice Shard.
  10. TheWolfe

    TheWolfe

    Joined:
    Sep 26, 2008
    Messages:
    2,491
    [​IMG]

    Ohohohoho!

    While he's getting that attack ready, Pain Split that damage to even the playing field! Then unleash the Flamethrowers!

    Pain Split ~ Flamethrower ~ Flamethrower
  11. Spenstar

    Spenstar

    Joined:
    May 6, 2010
    Messages:
    1,818
    placeholder for reffing. it will be done today
  12. Spenstar

    Spenstar

    Joined:
    May 6, 2010
    Messages:
    1,818
    I'm sorry, but due to a large workload today, I was unable to ref your match. I advise you get a subref. I'm really sorry :/
  13. Dummy007

    Dummy007

    Joined:
    Jun 8, 2009
    Messages:
    2,905
    Round 3: W-W-W-WORLD CRUSHERRRRRRRR

    Rules:
    3 vs 3 Singles
    3 Day DQ
    2 recoveries / 5 chills
    Items = Off
    All abilities
    Switch = OK

    TheWolfe's Chugga (open)

    [​IMG]
    Chugga - Koffing (M)
    Nature: Quiet

    Stats:
    HP: 23
    Energy: 55
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2
    Spe: 30 - 10 evasion
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 14
    Boosts: none
    Other: none

    Solstice's Thu'um (open)

    [​IMG]
    Phanpy (M) Thu'um
    Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
    Type: Ground
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Stats:
    HP: 67
    Energy: 58
    Atk: Rank 2
    Def: Rank 2
    SpAtk: Rank 2
    SpDef: Rank 3 (+)
    Spe: 34 (-)
    Size Class: 1
    Weight Class: 3
    Base Rank Total: 13
    Boosts: -1 Acc
    Other: Superior senses, Rollout Spited (3 actions), Toxic (2)


    Round 3 Begin!

    Why did I think it was a good idea to take on four matches at once? I guess you do have to be crazy to be an ASB ref...

    While Thru'um prepares a mighty WORLDCRUSHER, Chugga trolls the little elephant with a Pain Split that brings them both to 45 health. Thru'um unleashes his WORLDCRUSHER, taking out almost all the health Chugga just gained back, albeit at the cost of a lot of energy.

    Chugga then mystically whips out a flamethrower and blasts the crap out of Thru'um. As a result of the WORLDCRUSHER, Thru'um is unable to avoid any of the blast and suffers a tremendous burn.

    Ironically, Thru'um responds to fire with ice; unfortunately, the burn causes the Ice Shard to do negative damage, meaning Chugga takes nothing from the attack. Chugga keeps on trucking with the flamethrower, leaving Thru'um strapped for health going into Round 4.

    End Round 3

    TheWolfe's Chugga (open)

    [​IMG]
    Chugga - Koffing (M)
    Nature: Quiet

    Stats:
    HP: 24
    Energy: 16
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2
    Spe: 30 - 10 evasion
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 14
    Boosts: none
    Other: none

    Solstice's Thu'um (open)

    [​IMG]
    Phanpy (M) Thu'um
    Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
    Type: Ground
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Stats:
    HP: 15
    Energy: 34
    Atk: Rank 2
    Def: Rank 2
    SpAtk: Rank 2
    SpDef: Rank 3 (+)
    Spe: 34 (-)
    Size Class: 1
    Weight Class: 3
    Base Rank Total: 13
    Boosts: none
    Other: Superior senses, Toxic (3), Burned


    Just the Facts (open)

    Pain Split (Koffing) [Success]
    New Healths: 45 HP
    Energy Cost: 21

    WORLDCRUSHER [Hit Roll: 7110, Crit Roll: 7484; hit, no crit]
    (22 + 2*1.5 – 3*1.5) * 1 = 20.5 ~ 21 damage
    Energy Cost: 22

    Post-Action: -2 HP (Phanpy)


    Flamethrower (Koffing) [Crit Roll: 6655, Burn Roll: 794; no crit, burn]
    (10 + 3*1.5 – 3*1.5) *1 = 10 damage
    Energy Cost: 7

    Cool Down (Phanpy) [Success]

    Post-Action: -4 HP (Phanpy)


    Ice Shard (Phanpy) [Crit Roll: 9570; no crit]
    (4 – 3 + 2*1.5 – 3*1.5) * 1 = -0.5 ~ 0 damage
    Energy Cost: 2

    Flamethrower (Koffing) [Crit Roll: 2440; no crit]
    (10 + 3*1.5 – 3*1.5) *1 = 10 damage
    Energy Cost: 11

    Post-Action: -4 HP (Phanpy)

    Post-Round:
    Phanpy: Smokescreen wears off, Rollout un-Spited, Toxic (3)


    TheWolfe, action time!
  14. TheWolfe

    TheWolfe

    Joined:
    Sep 26, 2008
    Messages:
    2,491
    Note: Don't forget Phanpy's still burned.

    [​IMG]

    Chill, Psybeam, and then Chill some more.

    Chill ~ Psybeam ~ Chill
    Sub: IF Phanpy fainted before A2, THEN Chill instead.
  15. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Head Smash + Head Smash combination - Cooldown - Roar
  16. Dummy007

    Dummy007

    Joined:
    Jun 8, 2009
    Messages:
    2,905
    Round 4: The Great Anticlimax

    Rules:
    3 vs 3 Singles
    3 Day DQ
    2 recoveries / 5 chills
    Items = Off
    All abilities
    Switch = OK

    TheWolfe's Chugga (open)

    [​IMG]
    Chugga - Koffing (M)
    Nature: Quiet

    Stats:
    HP: 24
    Energy: 16
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2
    Spe: 30 - 10 evasion
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 14
    Boosts: none
    Other: none

    Solstice's Thu'um (open)

    [​IMG]
    Phanpy (M) Thu'um
    Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
    Type: Ground
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Stats:
    HP: 15
    Energy: 34
    Atk: Rank 2
    Def: Rank 2
    SpAtk: Rank 2
    SpDef: Rank 3 (+)
    Spe: 34 (-)
    Size Class: 1
    Weight Class: 3
    Base Rank Total: 13
    Boosts: none
    Other: Superior senses, Toxic (3), Burned


    Round 4 Begin!

    While Chugga takes a relaxing break, Thru'um prepares a mighty DOUBLE HEAD SMASH BROS. BRAWL! Chugga finishes chilling before promptly being smashed to smithereens by the DOUBLE HEAD SMASH BROS. BRAWL! Unfortunately for poor Thru'um, the attack expends such a ridiculous amount of energy that the poor elephant faints himself! Awkward...

    End Round 4

    TheWolfe's Chugga (open)

    [​IMG]
    Chugga - Koffing (M)
    Nature: Quiet

    Stats:
    HP: -3
    Energy: 28
    Atk: Rank 3
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 2
    Spe: 30 - 10 evasion
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 14
    Boosts: none
    Other: none

    Solstice's Thu'um (open)

    [​IMG]
    Phanpy (M) Thu'um
    Nature: Sassy (+1 SpD, -15% Speed, -10% Evasion)
    Type: Ground
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Stats:
    HP: 2
    Energy: -14
    Atk: Rank 2
    Def: Rank 2
    SpAtk: Rank 2
    SpDef: Rank 3 (+)
    Spe: 34 (-)
    Size Class: 1
    Weight Class: 3
    Base Rank Total: 13
    Boosts: none
    Other: Superior senses


    Just the Facts (open)

    Chill (Koffing) [Success]
    Energy Restored: 12

    Head Smash + Head Smash (Phanpy) [Hit Roll: 6062, Crit Roll: 3459; hit, no crit]
    (31.5 - 3 + 2*1.5 – 3*1.5) * 1 = 27 damage
    Energy Cost: 48
    Koffing fainted!
    Phanpy fainted due to energy loss!


    If I'm right, TheWolfe picks a 'mon, then Solstice picks a 'mon and orders, and then TheWolfe orders. (Or the other way around, whichever is better.)
  17. TheWolfe

    TheWolfe

    Joined:
    Sep 26, 2008
    Messages:
    2,491
    [​IMG]

    Yup, you got it right. I send out, he orders, then me.

    [​IMG]
    Serenity - Togetic (F)
  18. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Ok, c'mon out Dovahkiin the Dratini! Serenity is a killer Pokemon with a decent movepool, we'll need some luck and some faith to take her down!

    Thunder Wave - Ice Beam - Thunderbolt
    IF Serenity uses Encore action 1 switch to Thunderbolt
  19. TheWolfe

    TheWolfe

    Joined:
    Sep 26, 2008
    Messages:
    2,491
    [​IMG]

    That Dratini is going to cause problems! Let's mess it up!

    Psycho Shift ~ Light Screen ~ Toxic
    Sub: IF Fully Paralyzed, THEN shift all actions down by one.
  20. Dummy007

    Dummy007

    Joined:
    Jun 8, 2009
    Messages:
    2,905
    Round 5: How Not to Update Your Status

    Rules:
    3 vs 3 Singles
    3 Day DQ
    2 recoveries / 5 chills
    Items = Off
    All abilities
    Switch = OK

    TheWolfe's Serenity (open)

    [​IMG]
    Serenity - Togetic (F)
    Nature: Bold

    Stats:
    HP: 90
    Energy: 100
    Atk: Rank 1
    Def: Rank 4
    SpA: Rank 3
    SpD: Rank 4
    Spe: 40
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 16
    Boosts: none
    Other: none

    Solstice's Dovahkiin (open)

    [​IMG]
    Dratini (F) Dovahkiin
    Nature: Rash

    Stats:
    HP: 90
    Energy: 100
    Atk: Rank 3
    Def: Rank 2
    SpAtk: Rank 3 (+)
    SpDef: Rank 1 (-)
    Spe: 50
    Size Class: 2
    Weight Class: 1
    Base Rank Total: 13
    Boosts: none
    Other: none


    Round 5 Begin!

    Both trainers release new Pokemon, with TheWolfe (who is now reffing my 6 vs 6 Triples :D) sending out Serenity the Togetic and Solstice deploying Dovahkiin the Dratini. Dovahkiin wastes no time in blasting Serenity with a steady wave of thunder. Serenity merely smirks as a strange psychic-y aura surrounds her. Dovahkiin stares, confused, while Serenity draws the electricity off herself. Before Dovahkiin can react, Serenity hurls the aura across the cave and floats nimbly to the ground. Dovahkiin looks a little unsteady; she seems to be paralyzed!

    Serenity takes advantage of her new speed to fly around Dovahkiin repeatedly while forming some mystical barrier around herself. Dovahkiin attempts to use Ice Beam, but her body locks up at the last second, preventing the attack. On the plus side, her serpentine form looks a little more limber now.

    Serenity then toys with Dovahkiin some more, shooting a ball of Toxic sludge at the poor Dratini. Dovahkiin looks to be in great pain, but she still manages to nail Serenity with a Thunderbolt. Unfortunately, Serenity's Light Screen keeps the electricity from leaving any lasting dent in Serenity's health.

    Dovahkiin doesn't quite manage to shed her skin this round, but at least the paralysis is degrading a bit; maybe things will look up in Round 6...

    End Round 5

    TheWolfe's Serenity (open)

    [​IMG]
    Serenity - Togetic (F)
    Nature: Bold

    Stats:
    HP: 85
    Energy: 78
    Atk: Rank 1
    Def: Rank 4
    SpA: Rank 3
    SpD: Rank 4
    Spe: 40
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 16
    Boosts: none
    Other: Light Screen (4 actions)

    Solstice's Dovahkiin (open)

    [​IMG]
    Dratini (F) Dovahkiin
    Nature: Rash

    Stats:
    HP: 89
    Energy: 86
    Atk: Rank 3
    Def: Rank 2
    SpAtk: Rank 3 (+)
    SpDef: Rank 1 (-)
    Spe: 50
    Size Class: 2
    Weight Class: 1
    Base Rank Total: 13
    Boosts: none
    Other: Paralyzed (15%), Toxic (2)


    Just the Facts (open)

    Thunder Wave (Dratini) [Success]
    Energy Cost: 7
    Togetic was paralyzed! (25%)

    Psycho Shift (Togetic) [Para Roll: 4012; success]
    Energy Cost: 7
    Dratini was paralyzed (25%) and Togetic was cured of paralysis!


    Light Screen (Togetic) [Success]
    Energy Cost: 8

    Ice Beam (Dratini) [Para Roll: 468; fully paralyzed]
    Energy Cost: 0

    Post-Action:
    Dratini’s paralysis stage fell! (20%)


    Toxic (Togetic) [Hit Roll: 8862; hit]
    Energy Cost: 7
    Dratini was badly poisoned!

    Thunderbolt (Dratini) [Para Roll: 2336, Crit Roll: 3863, Para Roll: 7639; success, no crit, no para]
    (10 - 5 + 3*1.5 – 4*1.5) * 1.5 = 5.25 ~ 5 damage
    Energy Cost: 7

    Post-Action:
    -1 HP (Dratini)

    Post-Round:
    Shed Skin Roll (Dratini): 7159 [Failed]


    TheWolfe orders first this round. Let's see some action!
  21. TheWolfe

    TheWolfe

    Joined:
    Sep 26, 2008
    Messages:
    2,491
    [​IMG]

    "Great! Now let's put on the pressure!"

    Tri Attack ~ Ancientpower ~ Tri Attack
    Sub: IF Dratini uses Thunder Wave, THEN use Psycho Shift.
  22. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Wrap+Twistet Combo - Cooldown - Dragon Rage
    If fully paralyzed action 1 change action 2 to Dragon Rage
  23. Dummy007

    Dummy007

    Joined:
    Jun 8, 2009
    Messages:
    2,905
    I've almost finished the reffing, but I realized that I forgot to include Light Screen in Togetic's end-of-round summary. Does this affect either of your actions? (I'll ref this at 6 PM EST tomorrow regardless.)
  24. Solstice

    Solstice

    Joined:
    Oct 4, 2008
    Messages:
    1,269
    Nope, I remembered it was there, I'm fine.
  25. TheWolfe

    TheWolfe

    Joined:
    Sep 26, 2008
    Messages:
    2,491
    Me too. Sorry I didn't get to tell you about it earlier either.
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