Completed This is almost a gym match! YOB vs ED!

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#1
3v3 singles or 4v4 doubles
Standard recoveries
2 day DQ
All Items and abilities
Arena: Hall of light, if somebody would provide it.

Mons:
ED:
Eternal Drifter said:
Thank you for reffing this. My team is as follows.

Oblivion Knight (aka Knight of Oblivion) the Scrafty

Oblivion Knight* (Male Scrafty)
Adamant
Type: Dark/Fighting
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Shed Skin: Type: 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.
Moxie: Type: Innate
This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
(Dream World: Unlocked!) Intimidate: Type: 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 their 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 as an Action, and will affect all opponents.
Command: (Ability: Intimidate)

HP: 100
Atk: Rank 4 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 4
Spe: 58
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

Attacks: (20 Moves Known)
Leer*
Low Kick*
Sand-Attack*
Faint Attack*
Headbutt*
Swagger*
Brick Break*
Payback*
Chip Away

Dragon Dance*
Drain Punch
Fake Out
Fire Punch
Ice Punch*
ThunderPunch*

Dragon Claw*
Toxic
Bulk Up*
Protect
Rest*


Decoy the Voltorb

Voltorb (Decoy) (Genderless)
Naive Nature
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.

Abilities:
Soundproof: Type: Innate
Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)
Static: Type: Innate
This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
(Dream World: Locked) Aftermath: Type: Innate
If this Pokemon uses Selfdestruct or Explosion, the attack has ten (10) more Base Attack Power and five (5) more Energy Cost to execute.

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 1-
Spe: 115+ (+30% Accuracy)
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks: (15 Moves Known)
Charge
Tackle
Sonicboom
Spark
Rollout
Screech
Charge Beam
Light Screen
Selfdestruct

Headbutt
Mimic
Sucker Punch

Toxic
Protect
Thunder

Itsumo the Spiritomb

Itsumo (Spiritomb) (Male)
Relaxed Nature
Type: Ghost/Dark
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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.

Abilities:
Pressure: Type: 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.
(Dream World: Unlocked!) Infiltrator: Type: Innate
Through a combination of speed and cunning, this Pokemon easily circumvents the effects of Light Screen, Mist, Reflect, and Safeguard with all of its attacks.

HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 4
Spe: 29 (-) (29.75 Unrounded) (-10% Evasion)
Size Class: 2
Weight Class: 5
Base Rank Total: 18

MC: 0
DC: 5/5

Attacks: (25 Moves Known)
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind
Sucker Punch
Nasty Plot
Memento
Dark Pulse

Destiny Bond
Imprison
Pain Split
Smokescreen

Toxic
Protect
Psychic
Shadow Ball
Shock Wave
Rock Tomb
Thief
Will-O-Wisp


Fern the Persian

Fern (Persian) (Female)
Hardy Nature
Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilties:
Limber: Type: Innate
This Pokemon’s body is well trained and immune to paralysis.
Technician: Type: Innate
This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two-hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
(Dream World: Unlocked!) Unnerve: Type: Innate
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

HP: 100
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 115
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

Attacks: (25 Moves Known)
Switcheroo
Scratch
Growl
Bite
Fake Out
Fury Swipes
Screech
Faint Attack
Taunt
Pay Day
Feint

Hypnosis
Odor Sleuth
Spite

Icy Wind
Mimic
Swift

Water Pulse

Toxic
Protect
Double Team
Shock Wave
Aerial Ace
Thief
Retaliate


IF this is a 3vs3 match, Fern will not be used.
YOB:
Is a lazy bum and posted their species instead of their profiles.
Lickilicky
Ambipom
Sawsbuck
Fearow
Snorlax
PorygonZ
Link is here.

Coin Flip
Heads is ED.
Tails.
YOB sends first.
 
#2
The mons of Yarnus, so that we don't have to dive into his profile constantly.


Lickilicky(*) Yum! (M)
Nature: Quiet (Special Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on an opponent's attacks.)
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
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.
Cloud Nine: (Can Be Activated) This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered
Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 43

Total Ranks: 15
Size Class: 3
Weight Class: 5
EC: 6/6
MC: 8
DC: 5/5

13 Attacks Attacks:
Lick(*)
Wrap(*)
Supersonic(*)
Defense Curl(*)
Knockoff(*)
Stomp(*)
Disable(*)
Me First
Refresh
Wring Out
Power Whip

Bodyslam(*)
Zen Headbutt(*)
Muddy Water(*)
Counter
Endure
Bide
Mud Slap
Sleep Talk
Icy Wind
Block
Mimic

Flamethrower(*)
Ice Beam(*)
Thunder Bolt (*)
Substitute
Dig
Protect
Surf
Shadow Ball
Solar Beam
Dragon Tail
Focus Blast
Toxic
Rest
Hyper Beam
Attract
Rain Dance
Thunder
Hidden Power (7, Ground)
Work Up
Explosion
Skull Bash


Ambipom(*) 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:
Technician: Type: Innate This Pokemon is more skilled at performing weaker moves, causing any of their one-hit or two hit attacks that normally have 6 or less Base Attack Power to have their Base Attack Power on each hit multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, Double Hit to from 4 per hit to 6 per hit 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. Technician only applies to combos in the rare case that an initial hit will have 6 or less BAP.
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)(unlocked) 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: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 115
Total Ranks:19
Size Ranks: 2
Weight Rank: 2

EC: 6/6
MC: 7
DC: 5/5

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

Fake Out(*)
Revenge(*)
Bounce(*)
Mimic
Role Play
Low Sweep
Foul Play
Gunk Shot

Double Edge(*)
Fire Punch(*)
Ice Punch(*)
Thunder Punch
Seed Bomb
Brick Break
Counter
Taunt
Protect
U-turn
Dig
Endure
Snatch
Pursuit
Aerial Ace
Focus Punch
Shadow Claw
Thunder Wave
Substitute
Double Team
Toxic
Acrobatics
Hone Claws
Return


Fearow (Peck!) Male
Nature: Naughty(+1 attack, -1 special defense)
Type: Normal/Flying
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.

Abilities:
Keen Eye: Type: Innate This Pokemon has extremely good vision and cannot have its accuracy lowered by an opponent through any means (including accuracy lowering attacks, Smogs, Hazes, Fog, etc.). Its attacks are still affected by an opponent’s evasion and the Pokemon's own accuracy.
Sniper: Type: 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.

Stats :
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 100
Size Class: 2
Weight Class: 3
Base Rank Total: 19

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

Moves:
Peck
Growl
Leer
Fury Attack
Pursuit
Pluck
Aerial Ace
Mirror Move
Agility
Drill Peck
Drill Run

Quick Attack
Steel Wing
Sky Attack
Roost
Heat Wave
Whirlwind

U-Turn
Return
Bide
Substitute
Double Team
Secret Power
Fly



Sawsbuck [Stomp!] (F)
Nature: Mild (+1 SpA, -1 Def)

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

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

Sap Sipper: Type: Innate This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. 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.

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

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 95
Size Class: 4
Weight Class: 4
Base Rank Total: 18

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

Moves:
Tackle
Camouflage
Growl
Sand-Attack
Double Kick
Leech Seed
Faint Attack
Take Down
Jump Kick
Aromtherapy
Nature Power
Mega Horn
Horn Leech
Energy Ball

Agility
Grass-Whistle
Synthesis
Baton Pass
Odor Sleuth
Worry Seed
Bounce
Sleep Talk

Wild Charge
Solar Beam
Sunny Day
Shadow Ball
Light Screen
Toxic
Safeguard
Hidden Power Water 7
Rock Smash
Thunder Wave
Work Up


Snorlax [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:
Immunity: Type: Innate This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage; however, it will continue to grow more severe.

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: 125
Atk: Rank 4
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 30
Size Class: 4
Weight Class: 9
Base Rank Total: 22

EC: 6/6
MC: 4
DC: 5/5

Moves:
Metronome
Odor Sleuth
Tackle
Belly Drum
Yawn
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away
Stockpile
Body Slam
Snatch
Swallow
Crunch
Giga Impact
Double-Edge
Rollout
Headbutt

Counter
Substitute
Zen Headbutt
Thunder Punch
Ice Punch
Fire Punch
Whirlwind
Seed Bomb
Gunk Shot
Superpower
Sleep Talk
Last Resort
Self-Destruct

Earthquake
Focus Punch
Rock Slide
Facade
Protect
Double Team
Endure
Brick Break
Smack Down
Bide
Reflect
Wild Charge
Skull Bash



PorygonZ [Zap!] (Genderless)
Nature: Modest (+1 SpA, -Atk)
Types: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities :
Adaptability: Type: Innate The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Download: Type: Innate At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) This boost is maintained at the end of each round.
Analytic: Type: Innate If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 3
Spe: 90
Size Class: 2
Weight Class: 3
Base Rank Total: 20

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

Moves:
Trick Room
Nasty Plop
Conversion
Conversion 2
Tackle
Sharpen
Agility
Psybeam
Recover
Magnet Rise
Zap Cannon
Defense Curl
Discharge
Lock On
Magic Coat
Tri Attack
Hyper Beam
Embargo

Endure
Ice Beam
Thunderbolt
Signal Beam
Pain Split
Trick
Wonder Room
Gravity
Dark Pulse
Mimic
Electroweb
Shock Wave
Sleep Talk

Toxic
Psychic
Protect
Reflect
Solar Beam
Double team
Thunder Wave
Substitute
Hidden Power (Fire, 7)
 
#3
Okay, sending out Stomp@Leftovers and Zzz!@Full Incense
Hall of light info is coming up. (I changed 1 thing about it to make the arena less OP)

Field Type: Normal
Complexity: Moderate
Format: All
Restrictions: No sandstorm or hail, artificial water source, no diving

Indoors in a large barren white-walled room is the Normal gym of Yarnus senior. However, due to the immense power of the stash of Normal gems Yarnus has kept, the room of able to alter itself to get rid of another type. As a result, fighting type moves become *1.5 against Normal types and other resistances and weaknesses are only .9 and 1.7, respectively. If something would be neutral against an attack due to a combination, e.g. Venasaur vs Ground, it instead becomes 1.53(.9*1.7) Also, non-STAB moves gain two (2) extra BP. All moves not specified to be disallowed are allowed. Nature Power is a random type each time it is used. En for each normal mon starts at 110. Due to the bright artificial and natural light everywhere, all moves requiring light or benefiting from it take 2 less energy. Chlorophyll is activated automatically, and only goes away if Rain is summoned.
 
#4

"Stomp! I was not anticipating, but still, I can work with this. Knight of Oblivion! Fern! Get in there!"

Obivion Kinght sent out with Amulet Coin equipped.
Fern sent out with no item equipped.

"Blunt their defenses!" Walker calls. "Stomp! poses the biggest threat! Bring him down!"

Oblivion Knight:
Action 1: Fire Punch (Stomp!)
Action 2: Payback (Stomp!)
Action 3: Fire Punch (Stomp!)

IF Stomp! uses Camouflage to change to a water type, change Fire Punches to Thunderpunches.
IF Stomp! successfully uses a Protective/Evasive move, change action to Low Kick Zzz! and push actions back.

Fern:
Action 1: Thief (Stomp!, taking Leftovers)
Action 2: Aerial Ace (Stomp!)
Action 3: Icy Wind (Stomp! and Zzz!)

IF Stomp! successfully uses a Protective/Evasive move, use Screech (Zzz!) and push actions back.
IF Stomp! uses Leech Seed, use Mimic to copy it.
 
#5
Stomp!
Bounce, Rock Smash, Jump Kick
Zzz!
Focus Punch + Focus Punch, cooldown, Brick Break

All target Oblivion Knight, and swap targets if OK is knocked out.

Pound Oblivion Knight, he's the only one with an advantage and a good movepool.
 
#6
Match Begin!

100|100
100|100
Fine|Fine


125|100
100|100
Fine|Fine​
Sawsbuck Bounced! -10.3333333 en, invincible
Persian used Thief! -5 en, fail
Scrafty used Fire Punch! -6 en, fail
Sawsbuck hit the ground! 3182 para, 5927 no crit, -(7+4/2.5+2)*1.7=18.02 hp, 25% para
Snorlax used Ultra Focus Punch! -42 en, 683 no crit, -(22.5+1.5+2)*1.7=44.2 hp

Persian used Aerial Ace! -5 en, 3027 no crit, -(6+3+1.5+2)*1.7+1.5=22.75 hp
Sawsbuck used Rock Smash! -3 en, 6831 no crit, -(4+2)*1.7=10.2 hp, -def
Scrafty used Payback! 1197 full para, -5 para
+1 hp Sawsbuck

Persian used Icy Wind! -6 en, 8352 4305 hit both times, 4750 145 crit Snorlax, -(6+3+2)*1.7=18.7 hp Sawsbuck, -(6+3+3-3+2)=11 hp snorlax, -1 spe both
Sawsbuck used Jump Kick! -7 en, 3797 hit, 3022 no crit, -(10+2)*1.7+1.5=21.9 hp dead scrafty
Snorlax used Brick Break! -6 en, 8210 no crit, -(8+4.5+2)*1.7=24.65 hp
+1 hp Sawsbuck

Round End!

dead|75
dead|84
dead|Fine


114|60
52|80
Fine|Fine​
 
#10

"Bait? I see two potential pieces of bait," Walker says. "I'll take the one in front of me with non-stab."

Hold, my servant... I sense an opprotunity...

Counterswitch declined. Please Order.
 
#11
Peck!
Sky Attack, Aerial Ace, Sky Attack
If fury swipes, Drill Peck
Zzz!
Chill, Body Slam, Double-Edge
If asleep, sleep talk(Body Slam, Heavy Slam, Double-Edge) the first time

Just stalling until it's your turn to order first.
 
#12

"Smart... but is it smart enough?"

Itsumo:
Action 1: Rock Tomb (Peck!)
Action 2: Shock Wave (Peck!)
Action 3: Rock Tomb (Peck!)

IF Peck faints, use Will-O-Wisp (Zzz!) the first instance and Faint Attack (Zzz!) all other instances.

Fern:
Action 1: Retaliate (Peck!)
Action 2: Shock Wave (Peck!)
Action 3: Retaliate (Peck!)

IF Peck! faints, redirect to Zzz!
 
#15
Round Begin!

90|75
100|84
Fine|Fine


114|100
52|100
Fine|Fine

60
80
Fearow used Sky Attack! -9 en, charging
Persian used Retaliate! -7 en, 3850 no crit, -(14+3)=17 hp
Snorlax used Chill! +12 en
Spiritomb used Rock Tomb! -4 en, 8005 miss
Fearow used Sky attack! 2029 hit, 9335 no crit, -(14+3+3)=20 hp

Persian used Shock Wave! -3 en, 2593 no crit, -(6+3+2+1.5)*1.5=18.75 hp
Fearow used Aerial Ace! -3 en, 8538 no crit, -(6+3+3)=12 hp
Snorlax used Body Slam! -8 en, 3054 no crit, 2416 para, -(11+3+3)=17 hp, 25% para Persian
Spiritomb used Shock Wave! -4 en, 9872 no crit, -(6+2+1.5)*1.5=14.25 hp

Fearow used Sky Attack! -9 en, charging
Snorlax used Double-Edge! -10 en, 4692 no crit, -(16+3+3)=22 hp, -7.333333333 hp
Spiritomb used Rock Tomb! -4 en, 4639 hit, 2987 no crit, -(4+2)*1.5=9 hp, -1 spe
Persian used Retaliate! 7156 move, -7 en, 3181 no crit, -17 hp
Fearow used Sky Attack! 8101 no crit, -20 hp
Round End!

90|Dead
88|Dead
Fine|Dead


107|24
46|79
Fine|-1 Spe

60
80
 
#17

"That went about as well as expected," Walker says. "The first Rock Tomb miss wasn't as planned, but this is still workable... Decoy, my last Poke'mon, is sent out, with my Exp. Share attached. Let's see if we can pull this off!"

Itsumo:
Action 1: Thief (Peck!)
Action 2: Will-O-Wisp (Zzz!)
Action 3: Nasty Plot

IF Peck uses an Evasive/Protective move action 1, use Pursuing Thief (Pursuit+Thief Combo (Peck!)) that action instead, using Will-O-Wisp (Zzz!) next non-cooldown action.
IF Peck uses an Evasive Damaging move action 1, use Pursuing Thief (Pursuit+Thief Combo (Peck!)) that action instead, using Will-O-Wisp (Zzz!) next non-cooldown action.

Decoy:
Action 1: Thunder (Peck!)
Action 2: Charge Beam (Zzz!)
Action 3: Charge Beam (Zzz!)

IF Peck! uses an Evasive/Protective move action 1, switch actions 1 and 2 (Using Charge Beam (Zzz!) action 1 and Thunder (Peck!) action 2).
IF Peck! is NOT KOed by action 2 (because I made a miscalculation), redirect attacks to Peck!.

"Peck is going down! I suggest picking up Protect when you get the chance!"
 
#19
Round Begin!

90|90
88|100
Fine|Fine


107|24
46|79
Fine|-1 Spe

60
80
Fearow used Agilidodge! -7 en
Voltorb used Charge Beam! -5 en, 1110 hit, 9854 no crit, 6962 +SpA, -(5+3-3)=5 hp
Snorlax used Odor Sleuth! -5 en, identified Spiritomb
Spiritomb used Pursuit+Thief! -12.5 en, -(8+4+3)=15 hp, -exp share Fearow, +exp share Spiritomb

Voltorb used Thunder! -8 en, 113 hit, 90 crit, 5352 no para, -(12+3+3)*1.5+1.5=28.5 hp, dead Fearow
Snorlax used Focus Punch! -10 en, 2535 no crit, -(15+2)*1.7=28.9 hp

Snorlax used Protect! -7 en
Voltorb used Charge Beam! -5 en, 3788 hit, 5732 no crit, 6594 +SpA, -5 hp, -2 en
Spiritomb used Will-o-Wisp! -7 en, blocked

Round End!

61|90
68|82
Fine|+1 SpA


102|Dead
22|Dead
Fine|Dead

60
80
 
#24
Please don't DQ, actions are forthcoming.
I didn't see I was up; you can VM me if DQ is close.
Edit: What's the -1.5 doing on Focus Punch? I have Full Incense, so our stats are equal

Edit2: I need more time
Switching in Sawsbuck in Replacement
Stomp!
Horn Leech Voltorb, Solar Beam Voltorb, Horn Leech Voltorb
If Voltorb uses Protect on itself for the first time in a row, Switch targets
If Itsumo uses Will-o-wisp on you once, Aromatherapy the next turn
Zzz!
Tackle, Chill, Tackle Voltorb
If Voltorb uses Protect on itself a1 or a3, Use Brick Break Spiritomb instead
 
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