Tourny Singles! Kaxtar vs. Athenodoros!

Status
Not open for further replies.
Kaxtar said:
Hi Quagsires. I'd like to have this battle be Switch=OK, if that's possible.

Infernape (F)
Nature: Mild (+SpA, -Def).

Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, 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.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 108

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

Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Iron Fist (DW): (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)

Scratch
Leer
Ember
Taunt
Mach Punch
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Close Combat
Acrobatics
Slack Off
Flare Blitz
Fire Spin
Flamethrower
Feint
Punishment
Facade
Calm Mind

Encore
Assist
Fake Out
Fire Punch
Focus Punch
Heat Wave
Double Kick
Counter
ThunderPunch
Quick Guard
Helping Hand

Substitute
Dig
Stone Edge
Grass Knot
Overheat
Iron Tail
Rest
Low Sweep
Stealth Rock
Protect
Hidden Power Ice
Earthquake
Will-o-Wisp
Focus Blast
Rock Slide
Sunny Day
Hyper Beam
Endure
Double Team
Brick Break
Fire Blast
Aerial Ace
Flame Charge
U-Turn
Shadow Claw
Giga Impact
Sleep Talk
Retaliate
Fling
Swagger
Secret Power
Solarbeam

Blast Burn
Vacuum Wave
Endeavor
RolePlay
Uproar
Gunk Shot
Helping Hand
Low Kick
Heat Wave
Swift
Magic Coat
Gallade [Demi Gravidon] (Male)
Nature: Jolly (+15% Sped, +10% Accuracy, -1 Rank Special Attack)

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.

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

HP: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 92 (+)

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

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.

Justified (DW-UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. 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.

Leaf Blade
Night Slash
Growl
Leer
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Fury Cutter
Slash
Psychic
Hypnosis
Swords Dance
Psycho Cut
Feint
Imprison
Close Combat
False Swipe
Stored Power

Disable
Encore
Confuse Ray
Shadow Sneak
Skill Swap
Mean Look

Aerial Ace
Thunderbolt
Will-o-Wisp
Torment
Reflect
Giga Impact
Brick Break
Taunt
Rock Slide
Substitute
Light Screen
Thunder Wave
Earthquake
Trick Room
Low Sweep
X-Scissor
Stone Edge
Rock Tomb
Endure
Focus Punch
Safeguard

Ice Punch
Thunderpunch
Pain Split
Fire Punch
Wish
Mimic
Knock Off
Trick
Zen Headbutt
Magic Coat
Slowking [Nickname] (Female)
Glyph of Icy Wind
Nature: Modest (+1 SpA, -1 Atk)

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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.

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 30

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

Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.

Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.

Regenerator (DW- Unlocked): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Power Gem
Hidden Power Electric
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Psychic
Slack Off
Nasty Plot
Heal Pulse
Trump Card
Water Pulse
Rain Dance
Swagger

Safeguard
Me First
Future Sight
Counter
Endure
Mud Sport
Sleep Talk
Wonder Room

Icy Wind
Mimic
Brine
Bide
Block

Dive
Skill Swap
Protect
Surf
Rest
Fire Blast
Blizzard
Dragon Tail
Teleport
Bubble Beam
Zap Cannon
Whirlpool
Flamethrower
Scald
Telekinesis
Ice Beam
Grass Knot
Double Team
Light Screen
Reflect
Trick Room
Shadow Ball
Thunder Wave


http://www.smogon.com/forums/showpost.php?p=4204354&postcount=72
(Swampert, Dragonite, slowking. If he would post something I could c/p that would be lovely)

Coinflip was 1, Argetlam chose 2 for Atheno's choice. Kaxtar, you're up.

If I need to change anything, I'll let you know.
And you both agreed to switch = ok, Just stating that here.
 

Athenodoros

Official Smogon Know-It-All
Before anyone sends anything, I sent Swampert, Dragonite and Slowking. For C+P purposes, they are here:


Male Dragonite (*), "Nidhogg"

Nature:
Rash - Increase of Special Attack by *. Subtracts * from Special Defence.

Type:
Dragon - Dragon STAB; Roar has Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
Flying - Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Abilities:
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.
Multiscale (DW) - (Innate) This Pokemon has sturdy scales to protect it from an opponent's attacks. If this Pokemon is at their maximum HP when a round starts, all damage done to this Pokemon during the round will be halved.

HP: 100
Atk: *****
Def: ***
SpA: ***** (+)
SpD: *** (-)
Spe: 80
Size Class: 4
Weight Class: 6
Base Rank Total: 22

EC: Fully Evolved
MC: 2
DC: Unlocked

Attacks:
-Aerial Ace
-Agility (*)
-Aqua Jet
-Aqua Tail
-Attract
-Bide
-Blizzard
-Brick Break
-Defog
-Detect
-Dive
-Double Team
-Draco Meteor
-Dragon Breath
-Dragon Dance
-Dragon Pulse (*)
-Dragon Rage (*)
-Dragon Rush
-Dragon Tail
-Earthquake
-Endure
-Extremespeed (*)
-Fire Blast
-Fire Punch
-Flamethrower
-Fly
-Focus Blast
-Focus Punch
-Hail
-Haze (*)
-Heal Bell
-Heat Wave
-Hurricane
-Hyper Beam
-Ice Beam
-Icy Wind
-Iron Tail
-Leer (*)
-Light Screen
-Mist
-Natural Gift
-Ominous Wind
-Outrage
-Protect
-Rain Dance (*)
-Razor Wind
-Reflect
-Rest
-Roar
-Rock Slide
-Roost
-Safeguard
-Shock Wave
-Sky Drop
-Slam (*)
-Sleep Talk
-Steel Wing
-Stone Edge
-Substitute
-Superpower
-Supersonic
-Surf (*)
-Tailwind
-Thunder (*)
-Thunderbolt
-Thunder Wave (*)
-Thunderpunch
-Toxic
-Twister (*)
-Waterfall
-Water Pulse
-Whirlpool
-Wing Attack
-Wrap (*)
-Zap Cannon

Male Swampert (*), "Poseidon"

Nature:
Brave - A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks. Adds * to Attack.

Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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

Abilities:
Torrent - (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Damp (DW) - (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

HP: 110
Atk: ***** (+)
Def: ***
SpA: ***
SpD: ***
Spe: 52 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19


EC: Fully Evolved
MC: 0
DC: Unlocked

Attacks (35):
-Avalanche (*)
-Bide (*)
-Blizzard
-Brick Break
-Bulldoze
-Counter (*)
-Curse
-Defence Curl
-Dig
-Dive
-Double Team
-Earthquake
-Earth Power
-Endeavour
-Endure
-Focus Blast
-Focus Punch
-Foresight (*)
-Giga Impact
-Growl (*)
-Hammer Arm
-Hydro Cannon
-Ice Ball
-Ice Beam
-Ice Punch
-Icy Wind
-Iron Tail
-Low Kick
-Mirror Coat (*)
-Mud Sport (*)
-Mud-slap (*)
-Muddy Water
-Outrage
-Protect
-Rain Dance (*)
-Rest
-Rock Slide
-Rock Tomb
-Rollout
-Scald
-Sleep Talk
-Sludge
-Sludge Wave
-Stealth Rock
-Stone Edge
-Substitute
-Superpower
-Swagger
-Surf (*)
-Tackle (*)
-Toxic
-Water Gun (*)
-Waterfall (*)
-Whirlpool
-Wide Guard
-Yawn

Nestor the Slowking (M)

Nature:
Quiet (Adds * to Sp. Att., divides Speed by 1.15, -10 Evasion)

Type:
Water - Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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.

Abilities:
Oblivious - (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Own Tempo - (Innate) This Pokemon moves at its own pace and cannot be confused by any method.
Regenerator (DW) - (Innate) When this Pokemon is switched out during a switch batttle, it reacts to the energy in the Pokeball and ten (10) HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19

EC: Fully Evolved
MC: 2
DC: Unlocked

Attacks (47):
-Belly Drum
-Bide
-Blizzard
-Block
-Brick Break
-Brine
-Bulldoze
-Confusion
-Counter
-Curse
-Dig
-Disable
-Dive
-Double Team
-Dragon Tail
-Drain Punch
-Dream Eater
-Earthquake
-Endure
-Fire Blast
-Fissure
-Flamethrower
-Flash
-Focus Blast
-Focus Punch
-Future Sight
-Giga Impact
-Grass Knot
-Growl
-Hail
-Headbutt
-Heal Pulse
-Hidden Power Electric (7)
-Hyper Beam
-Ice Beam
-Icy Wind
-Light Screen
-Magic Coat
-Me First
-Mimic
-Mud Sport
-Mud Sport
-Nasty Plot
-Natural Gift
-Pay Day (wtf?)
-Power Gem
-Protect
-Psychic
-Psyshock
-Rain Dance
-Reflect
-Rest
-Safeguard
-Scald
-Shadow Ball
-Signal Beam
-Skill Swap
-Slack Off
-Slack Off
-Sleep Talk
-Substitute
-Sunny Day
-Surf
-Swagger
-Tackle
-Telekinesis
-Teleport
-Thunder Wave
-Trick
-Trick Room
-Toxic
-Water Gun
-Whirlpool
-Yawn
-Zap Cannon


EDIT: And to confirm, Kax is sending out first, in the thread? Because that's what the OP makes it sounds like, uneven as it is.
 
My understanding is that we both PM Quag our pokemon to lead with, and then turn order from there is randomized. Maybe we should get this ironed out before we begin?
 
Kax is correct; the lead Pokemon should be sent to Quagsires (assuming he's still reffing?) then coinflip to determine who orders first, which apparently is Kax (though it should probably be redone after leads are revealed in the interest of consistency and fairness).
 
^ Correct.

I have received neither of your leads (amdI agree, its probably best if I redo the flip later)

EDIT: redid the flip, KAXTAR is still going first, and with a bad matchup too.



Infernape (F)

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 108


VS.
Slowking
HP: 100
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
 
Kax is now a full day over DQ even though I told him yesterday to post and he's been on Smogon since. He gets 12 more hours from this point; if he hasn't posted by then he is DQed regardless of whether or not Quag or I is there to call DQ.

EDIT: Kax said he'd post tonight so hopefully this won't be a problem
 
Sorry, didn't see the edits and couldn't get on Smogon last night.

Taunt~Solarbeam~Thunderpunch

IF Protect or Magic Coat A1, THEN Sub 25 and push actions back.
 

Athenodoros

Official Smogon Know-It-All
lol, anticlimax of the round that would have been.

Hydro Pump ~ Surf ~ Brine + Brine
IF Hydro Pump misses A1, change to Dive ~ Psychic


Ready for the one-round KO.
 
Infernape used taunt!
Good for it!
-10 energy

Athenodoros used hydro pump!
hit = 1504/10000 = MISS (A plan like that, you're just ASKING for hax)
-7 energy

Turn 2:

Infernape takes in sunglight...
Slowking uses Dive!

Infernape shoots the breze!
-8 energy

Slowking used Dive!
crit = 2678/10000 = no
(8+3+7.5-4.5)*1.5 = 21 damage!
-9 energy

Turn 3:

Slowking used thunderpunch!
para = 8268/10000 = no
crit = 6645/10000 = no
(8+2+6-4.5)*1.5= 17.25 damage
-6 energy

Slowking used psychic!
drop = 2502/10000 = no
crit = 7246/10000 = no
(6+4+3+7.5-4.5)*1.5 = 24 damage!
-6 energy



Infernape (F)

HP: 55
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 108
Energy: 76


VS.
Slowking
HP: 83
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Energy: 78
 
Hey just wanted to give you guys a heads up. I might not be able to post until Saturday night though ill try my best.
 

Athenodoros

Official Smogon Know-It-All
js: that is an absolute joke. He should be on Pokemon #2 by now.

Anyway:

Slowking: Surf ~ Brine ~ Surf
IF
Endure: Whirlpool
IF Dig: Earthquake
 
Protect~Fake Out~U-turn+U-Turn Combo

EDIT: Does the switching effect of U-Turn still apply in a combo? I'm assuming it does, becuase I see no reason why not. If I'm wrong, however, let me know please so I can change actions.
 

Athenodoros

Official Smogon Know-It-All
I'd normally edit this in, but I think that might do more harm than good.

Anyway, I'm sure the switching effect still holds, but as you can't switch to avoid cooldown on combos I'm not sure it still would here. I'd guess not, but obviously I have a bit of a stake in this.

Also, we should probably be moving along a bit. This could take quite a while if we keep going at this speed and with around this amount of OBSCENE MISSHAX by Kax.
 
It was confirmed by dogfish's list of unwritten rulings (and Objection/Leethoof) that you do NOT get a switch out of it. However, I am needing to ask that any reorder be quick, as Atheno is right that I am taking too long reffing and that this will be a long match

And if you ask Kaxtar, you're essentially getting a combo without a cooldown. That's the reasoning most likely behind negating U-turn's effect there.
 
I should have 10 more HP if I'm correct. 100-21-24=55.

New Actions: Protect~U-Turn~Fake Out

And switching to Slowking for the next round.
 
Infernape used Protect!
-7 energy

Slowking used Surf!
Infernape protected itself!
(10+3+7.5-4.5)*1.5 = 24 damage = -8 energy!
-6 energy

Turn2:

Infernape fled used a u-turn!
Crit = 503/10000 = CRIT
(7+3+6-4.5)*1.5 = 17.25 damage!
-5 energy

Slowking used brine!
crit = 7267/10000 = no
(7+3+7.5-4.5)*1.5 = 19.5 damage!
-7 energy

Turn 3:
Infernape used fake out!
crit = 6147/10000 = no
(4+6-4.5) = 5.5 damage!
-4 energy

Slowking flinched!


Infernape (F)

HP: 35
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 108
Energy: 52


VS.
Slowking
HP: 66
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Energy: 65





NEW SLOWKING

Slowking [Nickname] (Female)

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 30


Reminder to Kaxtar that you must order first.
 
Zap Cannon~Grass Knot~Chill

IF Bide A1, THEN change actions to Light Screen~Yawn~Grass Knot.

IF Teleport/Evasive Actions (Protect too is that's still included under this specific substitution clause), THEN Light Screen the first instance and Chill on all others, pushing actions back.
 

Athenodoros

Official Smogon Know-It-All
-Spe is really coming back to bite me now. Never had that happen before.

Slowking: Shadow Ball ~ Rest ~ Sleep Talk (Shadow Ball, Zap Cannon, Signal Beam, Grass Knot)
IF Zap Cannon misses A1, change to Telekinesis ~ Zap Cannon from A2
IF (my) Slowking is FP'd A2, move actions along
 
If its not obvious:


Slowking K = Kaxtar's
Slwking A = Atheno's

Slowking K used zap cannon!
hit = 6767/10000 = hit
crit = 8340/10000 = no
Slowking A is paralyzed! it may be unable to move!
(12+7.5-6)*1.5 = 20.25 damage!
-9 energy


Slowking A used Shadow ball!
move = 8135/10000 = move
drop = 1294/10000 = DROP
crit = 8594/10000 = no
(8+7.5-6)*1.5 = 14.25 damage!
-6 energy


Turn 2:

Slowking K used grass knot!
crit = 4138/10000 = no
(8+7.5-6)*1.5 = 14.25 damage!
-6 energy

Slowking A attempted to rest!
para = 2397/10000 = PARA

Turn 3:

Slowking K chilled!
+12 en

Slowking A attempted to rest!
Slowking A rested!
+12 hp
-15 energy




Slowking
HP: 43
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Energy: 44
Asleep
NOT paralyzed



Slowking [Nickname] (Female)

HP: 92
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 30
Energy: 97
 

Athenodoros

Official Smogon Know-It-All
I would just like to say that this hax is a joke. Anyway, on with the show:

Slowking: Sleep Talk (Shadow Ball, Zap Cannon, Signal Beam, Grass Knot) ~ Sleep Talk (Shadow Ball, Zap Cannon, Signal Beam, Grass Knot) ~ Chill
IF (his) Slowking uses Bide use Sleep Talk (Chill, Light Screen, Yawn, Thunder Wave) until A3, replacing the first result with Nasty Plot if it is used twice
IF (his) Slowking uses Dive use Sleep Talk (Dive, Dig, Chill, Surf) until A3
 
I should have gained 6 HP with my Chill becuase of Regenerator Quagsires.

BubbleBeam+Shadow Ball Combo (Both are circular projectiles, I don't see why this wouldn't work)~Cool Down~Shadow Ball
IF Fully Para'd A1, THEN change A2 to Zap Cannon.
 
Please feel free to pester me when I forget. I want this to move along too...

7499/10000 = signal beam (in order of how you posted)
confuse = 8742/10000 = no
crit = 7814/10000 = no
(8+7.5-6)*1.5 = 14.25 damage!
-6 energy

Slowking K used Shadow Ball + Bubble Beam combo!
speed drop = 7037/10000 = no
sp. def drop = 4909/10000 = n0
crit = 4617/10000 = no
(15+7.5-6)*1.5 = 24.75 damage!
-11 energy

FAIL

Turn 2:

CHILL

FAIL

Turn 3:

Slowking K used Shadow ball!
drop = 9288/10000 = no
crit = 8846/10000 = no
(8+7.5-6)*1.5 = 14.25 damage!
-6 energy
Slowking A chilled!
+12 energy


Slowking
HP: 10
Atk: ***
Def: ***
SpA: ***** (+)
SpD: ****
Spe: 26 (-)
Size Class: 3
Weight Class: 4
Base Rank Total: 19
Energy: 50



Slowking [Nickname] (Female)

HP: 78
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 30
Energy: 80
 
My combo dealt more than 18damage and thus should have snapped atheno put of rest on the end of A1 and caused his sleep talk to fail A2. Also, I might not be able to post before Sunday afternoon, I'm on vacation
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top