Tortferngatr vs Gerard are too scared to go into the deep end

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Umm.... a 2 foot deep pool of water? Why such a bland arena? Also, how is this any different from the ASB arena? I'm confused...

That, and since this is my first triples match, expect a mistake or two.

3v3 Training Triples (preferably just MEs/weak FEs!)
2 day DQ
5 chills/2 recoveries/1 sub
Arena: A 2 foot deep pool of water.

Preferably items=training.
You got a challenger

Training Items
All Abilities
Duh Switching
And now, the teams (that hopefully won't drown)!
@Gerard, I decided that Pandora should be used to even things out (that, and her EC should only go up to 6)
@Tort, is it really that hard to write "6" under total moves for FLADoS -.-
Gerard said:
Jinx (Lola) {♀}

Nature: Quiet (+15% Speed, +14% Acc, -1 Def)
Type
: Ice/Psychic

  • Ice: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

  • 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.

Abilities:


  • Oblivious: (Innate)
This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
  • Forewarn: (Innate)
This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
  • Dry Skin: (Innate)
This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.
Stats:

HP: 100
Atk: 2
Def:
1
(-)
SpA: 4
SpD: 3
Spe: 110
(+)
SC: 4
WC: 9
BST: 22


EC: 6/6
MC: 0

DC:
1/5


Attacks: 19

Sweet Kiss
Confusion

Sing
Pound
Lick
Lovely Kiss
Powder Snow
DoubleSlap
Ice Punch
Heart Stamp
Mean Look
Fake Tears

Fake Out
Wish
Miracle Eye
Counter

Ice Beam
Shadow Ball
Focus Blast
Kadabra (Nessarose) {♂}

Nature: Hasty (+15% Speed, +25% Accuracy, -1 Def)
Type
: Psychic

  • 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.

Abilities:


  • Synchronize: (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.
  • 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.
  • Magic Guard: (Innate)
This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Stats:

HP: 90
Atk: 2
Def:
1
(-)
SpA: 5
SpD: 3
Spe: 121 (105 x 1.15)

SC: 2
WC: 3
BST: 18


EC 4/9
MC 1
DC 5/5



Attacks: 20

Teleport
Kinesis
Confusion
Disable
Miracle Eye
Ally Switch
Psybeam
Reflect
Recover
Psyquic

Guard Split
Light Screen
Encore

Psychic
Shadow Ball
Energy Ball

Taunt
Thunder Wave
Zap Cannon
Counter

Misdreavus (Pandora) {♀}
.

Nature
: Timid (+15% Speed, +22% Accuracy, -1 Atk)
Type
: Ghost

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

Abilities:


  • Levitate: (Trait)
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Stats:


HP: 90
Atk: 1 (-)
Def: 2
SpA: 3
SpD: 3
Spe: 98 (85 x 1.15)
SC: 1
WC: 1
BST: 15


EC: 0/9
MC: 0
DC: x.x


Attacks: 14

Growl
Psywave
Spite
Astonish

Confuse Ray
Mean Look
Hex
Psybeam

Skill Swap
Destiny Bond
Shadow Sneak

Torment

Thunder Wave
Will-O-Wisp
Tortferngatr said:

Combee [FLADoS] (F)
Nature: QUIRKY
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Ability 1: Honey Gather (Innate) This Pokemon emits a scent of sweet honey that lowers all foes' Evasion by one (1) Stage.
Ability 2: Hustle (Can be Enabled, DW not yet unlocked) 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.

Stats: 30/30/42/30/42/70

HP: 90
Attack: Rank 2
Defense: Rank 2
Special Attack: Rank 2
Special Defense: Rank 2
Speed: 70
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:

Sweet Scent
Gust
Bug Bite

Ominous Wind
Tailwind
Air Cutter

Total Moves: Irrelevant.


Gastly (Fear) F
Nature: Hasty (+15% Speed, +29% Accuracy (92^2/290 rounded to the nearest percent), -1 Def)
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other 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: 30/35/30-/100/35/80+

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)
Size Class: 3
Weight Class: 1

EC: 3/9
MC: 0

Moves:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Ball
Destiny Bond

Disable
Perish Song
Ice Punch

Toxic
Venoshock
Psychic
Protect
Taunt


Embirch (F) Forest Fire
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire/Grass
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: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:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW, not yet unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats: 60/40+/55/65/50/50-

HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 43 (-)
Size Class: 2
Weight Class: 3

EC: 2/9
MC: 0
DC: 2/5

Attacks:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin

Earth Power
Aromatherapy

Light Screen
Toxic
Rock Slide
Protect
Will O Wisp

Endure
Tort sends out his pokes, evolves them, and equips items
Gerard sends out his pokes, equips items, and makes orders
Tort makes his actions
I fuck up somehow or other

Begin!
 
Combee will not equip anything.
Gastly will equip an Exp. Share.
Embirch will equip a Lucky Egg, and use an EC bonus from it to reach 4 with the battle EC.

Because Combee has reached 6 EC, Gastly has reached 4 EC, and Embirch has reached 4 EC (thanks to Lucky Egg,) I will engage in a TRIPLE EVOLUTION.

Vespiquen [FLADoS] (F)
Nature: QUIRKY
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Ability 1: Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Ability 2: Unnerve (Innate, DW not yet unlocked) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Stats: 70/80/102/80/102/40

HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 4
Spe: 40
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

Attacks:

Sweet Scent
Gust
Bug Bite
Poison Sting
Confuse Ray
Fury Cutter
Defend Order
Pursuit
Fury Swipes
Power Gem
Heal Order

Ominous Wind
Tailwind
Air Cutter

Total Moves: 14


Haunter (Fear) F
Nature: Hasty (+15% Speed, +21% Accuracy (110^2/580 rounded to the nearest percent), -1 Def)
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other 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: 40/45/40-/115/55/95+

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 110 (+)
Size Class: 3
Weight Class: 1
Base Rank Total: 15

EC: 4/9
MC: 0

Moves:
Hypnosis
Lick
Spite
Mean Look
Curse
Confuse Ray
Night Shade
Sucker Punch
Shadow Ball
Destiny Bond
Shadow Punch

Disable
Perish Song
Ice Punch

Toxic
Venoshock
Psychic
Protect
Taunt


Flarelm (F) Forest Fire
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)
Type: Fire/Grass
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Grass: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:
Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.
Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.
Chlorophyll (DW, not yet unlocked): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats: 90/55(+)/85/80/70/55(-)

HP: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 47 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 16

EC:: 4/9
MC: 0
DC: 3/5

Attacks:
Bullet Seed
Sweet Scent
Absorb
Growth
Ember
Leech Seed
Flame Wheel
Giga Drain
Fire Spin

Earth Power
Aromatherapy

Light Screen
Toxic
Rock Slide
Protect
Will O Wisp

Endure
 


"We're lucky to be in the prescense of such a unusual event, so wonderful, altough this may leave use in a little dissadventage so let's try to control this situation as much as we can, so let's try our best to keep this under ou terms and we should be ok, first it's obvious where our week points lie, so Fear tricks have to dissapear, one way or the other, and the same will happen to Forest Fire, Lola just can't have that roaming around so let's give him an huge Kiss, after that Lola let's go back to the water, If a pond of water doesn't repair her skin nothing will"

Nessarose: Taunt (Fear) ~ Psybeam (Fear)
*If Fear uses Protect A1 then use Zap Cannon (FLADoS) A1 and push actions
Pandora: Will-o-Wisp (FLADoS) ~ Thunder Wave (Fear)

Lola: Lovely Kiss (Forest Fire) ~ Nightmare (Forest Fire)
*If Forest Fire uses Protect then use Ice Beam (FLADoS) and push actions
 
Vespiquen: Tailwind, Ominous Wind+Gust Kadabra. (FLADoS will cooldown next round.)
Haunter: Protect, Taunt Jynx.
Flarelm: Protect, Aromatherapy.
 
Will Tort's decision to activate both of Gerard's subs be an awful move or a great one!? Find out!

Pre-round stats:

Lola
HP: 100
EN: 100

Nessarose
HP: 90
EN: 100

Pandora
HP: 90
EN: 100


FLADoS
HP: 100
EN: 80

Fear @ Exp. Share
HP: 90
EN: 80


Forest Fire @ Lucky Egg
HP: 100
EN: 80

Speed order: Nessarose -> Lola = Fear -> Pandora -> Forest Fire -> FLaDOS
Unleash hell, all of you!
Action 1
Fear/Forest Fire used Protect! (7 EN)

Zap Cannon -> FLaDOS (9 EN)
RNG roll (to hit, <=75 hit) 19 = hit
RNG roll (to crit, 1/16 crit) 8 = no crit
(12+(5-4)1.5)(1.5) = 20.25 DMG
FLaDOS was paralyzed! (25%)

Ice Beam -> FLaDOS (6 EN)
RNG roll (to crit) 5 = no crit
RNG roll (to freeze, <=10 freeze) 62 = no freeze
(10+3+(4-4)1.5)(1.5) = 20.25 DMG

Will-o-Wisp -> Flados (7 EN)
RNG roll (to hit, <=97 hit) 45 = hit
FLaDOS was burned!

RNG roll (for full para, <=25 para) 86 = no para
FLaDOS used Tailwind! (9 EN)
FLaDOS kicked up a tailwind!

Burn -> FLaDOS (2 DMG)

Action 2
Taunt -> Lola (10 EN)
Lola was Taunted!

Lola can not use Lovely Kiss!

Taunt -> Fear (10 EN)
Fear was taunted!

Thunder Wave -> Fear (7 EN)
Fear was paralyzed! (25%)

Forest Fire used Aromatherapy! (8 EN)
Tort counter-trolled Gerard!

Ominous Gust -> Nessarose ((2+5)1.5 = 10.5 EN)
RNG roll (to crit) 10 = no crit
RNG roll (to raise stats, <=10 raise) 65 = no raise
((4+6)2+(3-3)1.5)1.5 = 30 DMG


I don't have much time to add in flavor, sorry. Anyways, go ahead and point out where I fucked up.
Post-round stats:

Lola
HP: 100
EN: 100
Spe: 110
Taunted (5a)

Nessarose
HP: 60
EN: 81
Spe: 121

Pandora
HP: 90
EN: 86
Spe: 98


FLADoS
HP: 57
EN: 60
Spe: 80

Fear @ Exp. Share
HP: 90
EN: 63
Spe: 220
Taunted (5a)


Forest Fire @ Lucky Egg
HP: 100
EN: 65
Spe: 94

Tailwind (4a)
 
Vespiquen: Cooldown-Fury Swipes Jynx.
Flarelm: Flame Wheel Jynx, Giga Drain Jynx.
Haunter: Sucker Punch Jynx, Shadow Ball Jynx.
 


"Well, let's try to make the best out of al this, so let's give them back everything they trow at us, Jinx may not be the strongest but some tricks are always nice, let's hope for a little paralysis, and to Zap Cannon to hit and we should be ok"

Nessarose: Zap Cannon (Fear) ~ Psybeam (Fear)
Pandora: Hex (Fear) ~ Thunder Wave (Forest Fire)

*If Nessarose's Zap Cannon misses then use Thunder Wave (Fear) A1
Lola: Counter (Fear) ~ Ice Beam (FLADoS)

Edit: oh, I tought counter hit the last pokemon that hit you, well...
 
Yea... Gerard... That awkward moment when Ghost-types aren't affected by Counter O.O

Post-round stats:

Lola
HP: 100
EN: 100
Spe: 110
Taunted (5a)

Nessarose
HP: 60
EN: 81
Spe: 121

Pandora
HP: 90
EN: 86
Spe: 98


FLADoS
HP: 57
EN: 60
Spe: 80

Fear @ Exp. Share
HP: 90
EN: 63
Spe: 220
Taunted (5a)


Forest Fire @ Lucky Egg
HP: 100
EN: 65
Spe: 94

Tailwind (4a)

Action 1
Sucker Punch -> Lola (6 EN)
RNG roll (to crit) 9 = no crit
(8+(2-1)1.5)(1.5) = 14.25 DMG

Zap Cannon -> Fear (9 EN)
RNG roll (to hit) 98 = miss
The attack missed!

Thunder Wave -> Fear (11 EN)
Fear was paralyzed! (25%)


Flame Wheel -> Lola (3 EN)
RNG roll (to crit) 1 = crit
RNG roll (to burn, <=10 burn) 27 = no burn
(6+3+3+(3-1)1.5)(1.5) = 22.5 DMG

FLaDOS must cool down!

Counter -> Fear (24 EN)
But it failed!

Action 2
Psybeam -> Fear (4 EN)
RNG roll (to crit) 16 = no crit
RNG roll (to confuse, <=10 confuse) 39 = no confuse
(7+3+(5-2)1.5)(1.5) = 21.75 DMG

Ice Beam -> FLaDOS (6 EN)
RNG roll (to crit) 9 = no crit
RNG roll (to freeze) 86 = no freeze
(10+3+(4-4)1.5)(1.5) = 19.5 DMG


Thunder Wave -> Forest Fire (15 EN)
Forest Fire was paralyzed! (25%)

Fury Swipes -> Lola (4 EN)
RNG roll (to hit, <=80 hit) 28 = hit
RNG roll (for # of hits, 1-2 2 hits, 3-4 3 hits, 5 4 hits, 6 5 hits) 1 = 2 hits
RNG roll (to crit) 9, 8 = no crits
((2x2)+(3-1)1.5) = 7 DMG

RNG roll (for full para, <=25 para) 68 = no para
Shadow Ball -> Lola (5 EN)
RNG roll (to crit) 9 = no crit
RNG roll (to lower SpD) 99 = no lower
(8+3+(4-3)1.5)(1.5) = 18.75 DMG

RNG roll (for full para) 38 = no para
Giga Drain -> Jynx (12 EN)
RNG roll (to crit) 8 = no crit
(8+3+(3-3)1.5) = 11 DMG = 0 recovered (at full health)


It appears that I'm still too lazy to add flavor to a triples match. Oh well.

Post-round stats:

Lola
HP: 26
EN: 70
Spe: 110
Taunted (3a)

Nessarose
HP: 60
EN: 72
Spe: 121

Pandora
HP: 90
EN: 60
Spe: 98


FLADoS
HP: 37
EN: 56
Spe: 80

Fear @ Exp. Share
HP: 68
EN: 52
Spe: 55
Taunted (3a)
Paralyzed (20%)


Forest Fire @ Lucky Egg
HP: 100
EN: 50
Spe: 24
Paralyzed (20%)

Tailwind (2a)
 


"O.O, damn, I forgot that"

Nessarose: Encore (Forest Fire) ~ Psybeam (Fear)
*If FLADos uses Heal Order A1 then use Taunt her before she can and push actions
Pandora: Torment (Fear) ~ Hex (Fear)
Lola: Ice Beam (FLADoS) ~ Ice Beam (FLADoS)
*If FLADos uses Heal Order A1 then use Fake Out on Forest Fire A1 and push actions
 
Tort, its been 8 days with a 2 day DQ time. If you don't post by the end of the day, I see no reason not to call DQ.

EDIT: Ok, I myself can't call DQ. Sorta-kinda-nevermind!
 
Flarelm: Protect, Aromatherapy
Vespiquen: Heal Order, Ominous Wind+Gust Jynx. If Jynx has been KO'd by A2, instead use the combination on Kadabra.
Haunter: Shadow Punch+Shadow Punch Jynx, Shadow Punch+Taunt Kadabra by using a flipping-the-bird gesture for the punch and letting the shadows deal the damage. He's Humanshape and intelligent, he'll get the gesture if for some reason you fail to execute the double SP combo.
 
And, of course, I go around and go over DQ. Fuck me...

Pre-round stats:

Lola
HP: 26
EN: 70
Spe: 110
Taunted (3a)

Nessarose
HP: 60
EN: 72
Spe: 121

Pandora
HP: 90
EN: 60
Spe: 98


FLADoS
HP: 37
EN: 56
Spe: 80

Fear @ Exp. Share
HP: 68
EN: 52
Spe: 55
Taunted (3a)
Paralyzed (20%)


Forest Fire @ Lucky Egg
HP: 100
EN: 50
Spe: 24
Paralyzed (20%)

Tailwind (2a)

So yeah. Dat irony.
RNG roll (for para, <=20 para) 72 = no para
Forest Fire used Protect! (7 EN)

Fake Out -> Forest Fire (4 EN)
(4+(2-3)1.5) = 2.5 DMG = 1 EN

Taunt -> FLaDOS (10 EN)
FLaDOS was taunted!

Torment -> Fear (10 EN)
Fear became subject to Torment!

FLaDOS can't use Heal Order due to Taunt!

RNG roll (for full para, <=20 para) 18 = para
Fear was fully paralyzed! He couldn't move! (drop to 15%)

Action 2
Psybeam -> Fear (4 EN)
RNG roll (to crit) 4 = no crit
RNG roll (to confuse) 82 = no confuse
(7+3+(5-2)1.5)(1.5) = 21.75 DMG

Ice Beam -> FLaDOS (6 EN)
RNG roll (to crit) 14 = no crit
RNG roll (to freeze) 82 = no freeze
(10+3+(4-4)1.5)(1.5) = 19.5 DMG


Encore -> Forest Fire (10 EN)
Forest Fire was Encored!

RNG roll (for full para) 77 = no para
Forest Fire used Protect! (7 EN)
But it failed!

RNG roll (for full para) 37 = no para
Shadow Taunt -> Nessarose ((4+9)(1.5) -1 = 19 EN)
RNG roll (to crit) 1 = crit
(6+3+3+(2-1)1.5)(1.5) = 20.25 DMG
Nessarose was taunted!

Ominous Gust -> Lola ((2+5)1.5 = 11 EN)
RNG roll (to crit) 9 = no crit
RNG roll (to raise stats) 37 = no raise
((4+6)2+(3-3)1.5)1.5 = 30 DMG

Lola fainted!


Finally, shit's getting done!

Post-round stats:

Lola
HP: -4
EN: KO
Spe: 110

Nessarose
HP: 40
EN: 58
Spe: 121
Taunted (5a)

Pandora
HP: 90
EN: 40
Spe: 98


FLADoS
HP: 17
EN: 45
Spe: 40
Taunt (4a)
Must cooldown

Fear @ Exp. Share
HP: 46
EN: 33
Spe: 28
Taunted (1a)
Tormented (4a)
Paralyzed (10%)
Must cooldown


Forest Fire @ Lucky Egg
HP: 100
EN: 35
Spe: 12
Encored (Protect- 1a)
Paralyzed (15%)
 


"we're nnot gonna go down alone"

Nessarose: Psychic (Fear) ~
Zap Cannon (FLADoS)
Pandora: Shadow Ball (Fear) ~ Hex (Fear)
 
How the fuck am I not over DQ....? Whatever, I'm not gonna complain any more.

Pre-Round stats:

Nessarose
HP: 40
EN: 58
Spe: 121
Taunted (5a)

Pandora
HP: 90
EN: 40
Spe: 98


FLADoS
HP: 17
EN: 45
Spe: 40
Taunt (4a)
Must cooldown

Fear @ Exp. Share
HP: 46
EN: 33
Spe: 28
Taunted (1a)
Tormented (4a)
Paralyzed (10%)
Must cooldown


Forest Fire @ Lucky Egg
HP: 100
EN: 35
Spe: 12
Encored (Protect- 1a)
Paralyzed (15%)

Action 1
RNG roll (for para, <=15 para) 85 = no para
Forest Fire used Protect! (7 EN)

Psychic -> Fear (5 EN)
RNG roll (to crit) 14 = no crit
RNG roll (to lower SpD) 5 = lower
(7+3+(5-2)1.5)(1.5) = 21.75 DMG
Fear's SpD fell!

Shadow Ball -> Fear (5 EN)
RNG roll (to crit) 16 = no crit
RNG roll (to lower SpD, <=20 lower) 42 = no lower
(8+3+(3-2)1.5)(1.5) +1.75 = 20.5 DMG

Fear and FLaDOS must cool down!

Action 2
Zap Cannon -> FLaDOS (9 EN)
RNG roll (to hit, <=75 hit) 86 = miss
Lol!

Hex -> Fear (6 EN)
RNG rolls = irrelevant
(10+3(3-2)1.5)(1.5) = a lot more than 4
Fear fainted!

Pursuit -> Nessarose (5 EN)
RNG roll (to crit) 6 = no crit
(4+(3-1)1.5)(1.5) = 10.5 DMG

RNG roll (for para) 36 = no para
Forest Fire chilled! (+12 EN)


Post-round stats:

Nessarose
HP: 29
EN: 44
Spe: 121
Taunted (3a)

Pandora
HP: 90
EN: 29
Spe: 98


FLADoS
HP: 17
EN: 40
Spe: 40
Taunt (2a)

Fear @ Exp. Share
HP: KO
EN: KO
Spe: 28


Forest Fire @ Lucky Egg
HP: 100
EN: 40
Spe: 12
Paralyzed (10%)
 
Ok, so Gerard said that he was going to ask for DQ if Tort didn't post by the end of the day yesterday, so I have no regrets at all in ending this.

Tort gets nothing!

Gerard gets 2 CC!
Lola gets 2 MC and 1 DC!
Nessarose gets 1 EC and 2 MC!
Pandora gets 1 EC, 2 MC, and 1 KOC!

I get 7 UC.

Good game I guess?
 
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