Vulgar Toenails: The Melee of Eight

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Orcinus Duo

Banned deucer.
Super Melee
Items=On
All Abilities
1 Sub outside of KO Subs
3 Day DQ for battlers, 3 day for ref (If you past DQ, action Idle is used for both actions, losing 30 hp and 30 en both times)
5 Chills, 2 Recoveries
8 Battlers

Such a congregation of high-classed players has never before been seen. They were invited here for nothing less than their exemplary skill in battling in ASB. Today, they will duke it out to become the best of the best.

Ladies and gentlemen, the battlers!

Leethoof said:

Solrock [Ra] (genderless)
Nature: Quiet (+Special Attack, -Speed)
Type:
Rock: Rock STAB; Reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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 regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

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: 100
Attack: 3
Defense: 3
Sp. Attack: 3 (+)
Sp. Defense: 3
Speed: 60 (-)
Diameter Class: 2
Rock Class: 5
Rank Total: 17

EC: ...
MC: 0
DC: ...

Attacks(more than 24):
Tackle
Harden
Confusion
Rock Throw
Fire Spin
Rock Polish
Psywave
Cosmic Power
SolarBeam
Explosion
Rock Slide
Heal Block
Wonder Room

Sunny Day
Will-o-wisp
Trick Room
Psychic
Light Screen
Flamethrower
Shadow Ball
Toxic
Charge Beam
Sandstorm
Protect
Reflect
Fire Blast
Stone Edge
Gyro Ball
Telekinesis
Embargo
Smack Down

Gravity
Earth Power
Zen Headbutt
Endure
Pain Split
Signal Beam
Mimic
Seismic Toss
Role Play
Magic Coat
Helping Hand
Morning Sun
The Rock-typed gym leader brings Ra, his reliable Solrock that has served him well in Tourney and presumably in his soon-to-be-opened Gym. Leethoof has been involved in several melees in the past, even working to get a melee RP off a ground. Will this experience gain him allies, or a target on his back?

zarator said:

Sableye (Ibrandul) (M)
Nature: Sassy (Special Defense raised by *; Speed lowered by 15%, Evasion reduced by a flat 10%)
Type: Dark/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: 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.

Stats:

HP 90
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 43 (-)
Size Class: 1
Weight Class: 2
Evasion reduced by a
Base Rank total: 16

EC: N/A
MC: 0
DC: 5/5

Abilities:
Keen Eye: (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.
Stall: (Innate) This Pokemon has a watchful eye and immense patience. It can be ordered to attack last on any action regardless of ordinary attack priority. If an opponent orders their Pokemon to attack after Sableye, that attack will fail. Against another Sableye, the trainer who issues attacks first has precedence and the opponent's attack will fail.
Prankster (Dream World): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks (84/104 moves):

Aerial Ace
Astonish
Attract
Body Slam
Brick Break
Calm Mind
Captivate
Confuse Ray
Counter
Dark Pulse
Detect
Dig
Double-edge
Double Team
Dream Eater
Dynamicpunch
Embargo
Endure
Facade
Faint Attack
Fake Out
Feint
Fire Punch
Flash
Flatter
Fling
Focus Punch
Foresight
Foul Play
Fury Swipes
Gravity
Hidden Power (Fighting, 7 BP)
Hone Claws
Ice Punch
Icy Wind
Incinerate
Knock Off
Leer
Low Kick
Low Sweep
Mean Look
Metal Burst
Mimic
Moonlight
Mud-slap
Nasty Plot
Night Shade
Ominous Wind
Pain Split
Payback
Poison Jab
Power Gem
Protect
Psych Up
Psychic
Punishment
Rain Dance
Recover
Rock Tomb
Role Play
Scratch
Seismic Toss
Shadow Ball
Shadow Claw
Shadow Sneak
Shock Wave
Signal Beam
Sleep Talk
Snarl
Snatch
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
Thunderpunch
Torment
Toxic
Trick
Water Pulse
Will-o-wisp
Zen Headbutt
Zarator, the ref who singlehandedly runs the ASB raid zone, and the Ghost typed gym leader. He brings what may be considered his signature mon, the statwise weak but incredibly crafty Sableye. Trickery is the course of the day, folks! And good god, look at that movepool.

Engineer Pikachu said:

Venonat (Koiga) (F)
NATR: Timid (+15% Speed, +6% [6.22%] Acc, -Atk)

TYPE: Bug / Poison
Bug STAB; more mobility in dense brush or forest conditions. Gains one extra attack on multi-hit moves, with a cap of five (5).

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
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Tinted Lens: (Innate) When this Pokemon uses an attack that is normally not very effective, that attack is calculated at the next highest resisrance modifier. (e.g. 4x resistance is calculated at 2x, 2x resistance becomes neutral).
Run Away (LOCKED): (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.

STATS: 60 / 55 / 50 / 40 / 55 / 45

HP: 90
Atk-: * (1)
Def: ** (2)
SpA: ** (2)
SpD: ** (2)
Spe+: 52 (45 * 1.15)

SC: 2
WC: 3
BRT: 12

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

ATTACKS [15]
Confusion
Disable
Foresight
Leech Life
PoisonPowder
Psybeam
Stun Spore
Supersonic
Tackle

Agility
Morning Sun
Toxic Spikes

Toxic
Venoshock
Struggle Bug

Thanks!
What the fuck Engi.

danmantincan said:

Aran - Dusknoir (M)
Nature: Brave (+1 Atk, -15% Speed, -10% Evasion)

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.

Ability:
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.

Stats:
HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 39 (-)

Size Class: 4
Weight Class: 5

EC: 9/9
MC: 0
DC: N/A

Moves:
Astonish
Attract
Bind
Blizzard
Body Slam
Brick Break
Bulldoze
Calm Mind
Captivate
Charge Beam
Confuse Ray
Counter
Curse
Dark Pulse
Destiny Bond
Disable
Double-Edge
Double Team
Dream Eater
Dynamic Punch
Earthquake
Embargo
Endure
Facade
Faint Attack
Fire Punch
Flash
Fling
Focus Blast
Focus Punch
Foresight
Frustration
Future Sight
Giga Impact
Gravity
Grudge
Headbutt
Helping Hand
Hex
Hidden Power
Hyper Beam
Ice Beam
Ice Punch
Icy Wind
Imprison
Leer
Mean Look
Mega Kick
Mega Punch
Memento
Metronome
Mimic
Mud-Slap
Natural Gift
Night Shade
Nightmare
Ominous Wind
Pain Split
Payback
Protect
Psych Up
Psychic
Pursuit
Rain Dance
Rest
Return
Rock Slide
Rock Smash
Rock Tomb
Round
Secret Power
Seismic Toss
Shadow Ball
Shadow Punch
Shadow Sneak
Skill Swap
Sleep Talk
Snatch
Snore
Spite
Strength
Substitute
Sucker Punch
Sunny Day
Swagger
Taunt
Telekinesis
Thief
ThunderPunch
Torment
Toxic
Trick
Trick Room
Will-o-Wisp
Wonder Room
Danmantincan is an incredibly skilled battler, and Dusknoir is the epitome of hard, bulky stall. In the past, Dusknoirs and Spiritombs have all gotten to the final stages of the melee, Alex and ED both abusing the bulk of these types of pokemon to the max. How will this one fare?

EndQuote said:
To be honest, I have no idea how I won the last one.
And this one looks like it will be more difficult.

Time to bring in the big guns.

Togekiss: Joy (F)

Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type:

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.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 3
SpA: Rank 6 (+)
SpD: Rank 4
Spe: 69 (-)
Size Class: 3
Weight Class: 3
Base Rank Total: 20

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

Abilities:

Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
Hustle: (Can Be Activated) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.
Super Luck (DW): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Attacks: (48)

Magical Leaf
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Wish
Safeguard
After You
ExtremeSpeed
Sky Attack
Aura Sphere
Air Slash

Morning Sun
Mirror Move
Psycho Shift
Future Sight

Magic Coat
Heal Bell
Counter
Endure
Endeavor
Tailwind
Heat Wave
Hyper Voice

Flamethrower
Shadow Ball
Thunder Wave
Grass Knot
Toxic
Psychic
Solarbeam
Reflect
Light Screen
Dream Eater
Fly
Incinerate
Attract
Roost
Psyshock
Hyper Beam
Brick Break
Water Pulse
Protect
Shock Wave
Endquote walks a bit timidly into the arena. He was offered a spot after winning the 13-way Melee of History, and though the movepools are stacked against him, the newcomer has undoubtedly fared remarkably well in the past.

Kaxtar said:

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): (Trait) 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
Focus Energy
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
Covet
Gunk Shot
Helping Hand
Low Kick
Heat Wave
Swift
Dual Chop


And it'll take a Focus Sash.
The Fighting-type leader and gym council head, Kaxtar is always a force to be reckoned with. He has been rather inactive as of late...will idling get the best of him?

Athenodoros said:
Orcinus Duo said:
Athenodoros said:
I think that this time I should really be using my trusty Lapras.


Lapras (M), "Typhon"

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

Type:
Ice - Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% Protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon.
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).

Abilities:
Water Absorb - (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.
Shell Armour - (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Hydration (DW) - (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

HP: 120
Atk: ***
Def: ***
SpA: **** (+)
SpD: ***
Spe: 51 (-)
Size Class: 5
Weight Class: 6
Base Rank Total: 19

EC: Doesn't Evolve
MC: Full Movepool
DC: Unlocked

Moves: 89
-AncientPower
-Aqua Tail
-Attract
-Aurora Beam
-Avalanche
-Bide
-Bite
-Blizzard
-Block
-Body Slam
-Brine
-Bubblebeam
-Bulldoze
-Captivate
-Confuse Ray
-Curse
-Dive
-Double Edge
-Double Team
-Dragon Dance
-Dragon Pulse
-Dragon Rage
-Dragons Breath
-Dream Eater
-Echoed Voice
-Endure
-Facade
-Fissure
-Foresight
-Frost Breath
-Frustration
-Future Sight
-Giga Impact
-Growl
-Hail
-Headbutt
-Heal Bell
-Hidden Power Fighting (7)
-Horn Drill
-Hydro Pump
-Hyper Beam
-Ice Beam
-Ice Shard
-Icy Wind
-Iron Head
-Iron Tail
-Mimic
-Mist
-Natural Gift
-Nightmare
-Outrage
-Perish Song
-Protect
-Psychic
-Psywave
-Rage
-Rain Dance
-Reflect
-Refresh
-Rest
-Return
-Roar
-Rock Smash
-Round
-Safeguard
-Secret Power
-Sheer Cold
-Shock Wave
-Signal Beam
-Sing
-Skull Bash
-Sleep Talk
-Snore
-Solarbeam
-Strength
-Substitute
-Surf
-Swagger
-Take Down
-Thunder
-Thunderbolt
-Tickle
-Toxic
-Water Gun
-Water Pulse
-Waterfall
-Whirlpool
-Zap Cannon
-Zen Headbutt


And I'd like to say that you must actually be insane to take another one so quickly. But cool insane.
Oh, is that its movepool? I thought it was the data audit thread.

Also need an item mate.
lol. And it's not actually complete any more now that BW2 is out. Wait till afterwards :)

And it can hold Nevermeltice, which for some reason I seem to own. Time for some carnage. And about time I actually used it.
Waves crash in, Atheno and his Lapras riding on top of them. A strong type advantage over several other trainers...how will Atheno play this to his advantage?

Dogfish44 said:

Emolga [Boltair] (Female) (*)
Nature: Mild (+1 Sp.Atk ; -1 Def)

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.
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:
Static (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.
Motor Drive (DW) (Innate): This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. This boost is maintained at the end of each round.

Stats:

Emolga
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 103
Size Class: 1
Weight Class: 1
Base Rank Total: 16

EC: N/A
MC: 0
DC: 5/5

Attacks:

Acrobatics (*)
Aerial Ace
Agility
Air Slash (*)
Astonish
Attract
Baton Pass
Charge (*)
Charge Beam
Charm
Covet
Cut
Discharge
Double Team (*)
Electro Ball
Encore
Facade
Flash
Fling
Frustration
Helping Hand
Hidden Power (Grass,7)
Iron Tail (*)
Knock Off
Last Resort
Light Screen
Protect
Pursuit (*)
Quick Attack (*)
Rain Dance
Rest
Return
Roost (*)
Round
Shock Wave (*)
Signal Beam
Sleep Talk
Snore
Spark (*)
Substitute
Swagger
Tail Whip (*)
Tailwind
Taunt
Thunder
ThunderShock
Thunder Wave
Thunderbolt
Tickle
Toxic
U-Turn
Volt Switch
Wild Charge

Total Moves: 53 - Movepool Complete


Yay glass cannons!
What do you mean a glass cannon it's so cute D:


Get moving guys. Let's make this one for the books.

(I got two people to mad-lib the title for me)
 
I will be selling support moves for 1 UC each.
Screens, Trick Room, Weather, and other multitarget moves are 2 UC.
Helping Hand combos are 4 UC.

If a mod wants to ignore my illegal UC trading business, I'll give them one free move of their choice.


I'll actually be a support roulette. If you target me with a harmful move (inc status), you are off my roulette.
 

Orcinus Duo

Banned deucer.
Pre-Round Information:
Arena: ASB Arena!

Leethoof:

Solrock (Ra)
HP:
100
En: 100
Base Stats: 3/3/3/3/60/2/5
Stat Changes: -10 eva
Abilities: Levitate
Item: Mental Herb
Other: None
Light Screen (Ra, Boltair)-Reflect (Ra, Boltair)

Zarator:

Sableye (Ibrandul) [M]
HP:
90
En: 100
Base Stats: 3/3/3/4/43/1/2
Stat Changes: -10 eva
Abilities: Keen Eye, Stall, Prankster
Item: Prankster
Other: None
Toxic Typhon-Ice Punch Joy

Engineer Pikachu:

Venonat (Koiga) [F]
HP:
90
En: 100
Base Stats: 1/2/2/2/52/2/3
Stat Changes: +6% Acc
Abilities: Compoundeyes, Tinted Lens
Item: Silverpowder
Other: None
Agility (Evasive)-Struggle Bug

danmantincan:

Dusknoir (Aran) [M]
HP:
100
En: 100
Base Stats: 5/5/3/5/39/4/5
Stat Changes:
Abilities: Pressure
Item: Reaper Cloth
Other: None
Gravity-Rock Slide (Koiga-Typhon-Joy)

Endquote:

Togekiss (Joy) [F]
HP:
100
En: 100
Base Stats: 2/3/6/4/69/3/3
Stat Changes: -10 eva
Abilities: Serene Grace, Hustle, Super Luck
Item: Expert Belt
Other: None
Air Slash Infernape-Air Slash Infernape

Kaxtar:

Infernape (Infernape) [F]
HP:
100
En: 100
Base Stats: 4/2/5/3/108/3/4
Stat Changes:
Abilities: Blaze, Iron Fist
Item: Focus Sash
Other: None
Dig Lapras-Low Kick Lapras

Athenodoros:

Lapras (Typhon) [M]
HP:
120
En: 100
Base Stats: 3/3/4/3/51/5/6
Stat Changes:
Abilities: Water Absorb, Shell Armour, Hydration
Item: Nevermeltice
Other: None
Hydro Pump Ra-Brine Ra

Dogfish44:

Emolga (Boltair) [F]
HP:
110
En: 100
Base Stats: 3(5)/1/4(6)/2/103/1/1
Stat Changes:
Abilities: Static, Motor Drive
Item: Everstone
Other: None
Air Slash Koiga-Air Slash Koiga


-------------------------------------------

Round 1 Starts!

-------------------------------------------

This melee is a whole lot less alliance orientated

-------------------------------------------

Round 1 Ends!

-------------------------------------------

Pre-Round Information:
Arena: ASB Arena! Gravity 3a

Leethoof:

Solrock (Ra)
HP:
63
En: 86
Base Stats: 3/3/3/3/60/2/5
Stat Changes: -10 eva
Abilities: Levitate
Item: Mental Herb
Other: Light Screen 4a, Reflect 5a, -1 Spa

Zarator:

Sableye (Ibrandul) [M]
HP:
83
En: 87
Base Stats: 3/3/3/4/43/1/2
Stat Changes: -10 eva
Abilities: Keen Eye, Stall, Prankster
Item: Prankster
Other: -1 Spa

Engineer Pikachu:

Venonat (Koiga) [F]
HP:
49
En: 93
Base Stats: 1/2/2/2/52/2/3
Stat Changes: +6% Acc
Abilities: Compoundeyes, Tinted Lens
Item: Silverpowder
Other: None

danmantincan:

Dusknoir (Aran) [M]
HP:
94
En: 84
Base Stats: 5/5/3/5/39/4/5
Stat Changes:
Abilities: Pressure
Item: Reaper Cloth
Other: -1 Spa

Endquote:

Togekiss (Joy) [F]
HP:
61
En: 86
Base Stats: 2/3/6/4/69/3/3
Stat Changes: -10 eva
Abilities: Serene Grace, Hustle, Super Luck
Item: Expert Belt
Other: Frozen (1a), -1 Spa

Kaxtar:

Infernape (Infernape) [F]
HP:
68
En: 84
Base Stats: 4/2/5/3/108/3/4
Stat Changes:
Abilities: Blaze, Iron Fist
Item: Focus Sash
Other: -1 Spa

Athenodoros:

Lapras (Typhon) [M]
HP:
58
En: 86
Base Stats: 3/3/4/3/51/5/6
Stat Changes:
Abilities: Water Absorb, Shell Armour, Hydration
Item: Nevermeltice
Other: BPSN (2 DPA), -1 Spa

Dogfish44:

Emolga (Boltair) [F]
HP:
80
En: 86
Base Stats: 3(5)/1/4(6)/2/103/1/1
Stat Changes:
Abilities: Static, Motor Drive
Item: Everstone
Other: Light Screen 4a, Reflect 5a, -1 Spa

Infernape-Boltair-Joy-Ra-Koiga-Typhon-Ibrandul-Aran

Action 1:
Koiga uses Evasive Agility -7 en
Ibrandul uses Toxic Typhon -7 en
To hit 6509
Infernape dug underground -10 en
Boltair uses Air Slash Koiga -5 en
Joy uses Air Slash Infernape -5 en
Ra uses Light Screen (Ra, Boltair) -7 en
Typhon uses Hydro Pump Ra -7 en
To hit 1789 yes
To crit 1020 no
(6+3+1.5)*1.5=15.75
Aran uses Gravity -10 en
Infernape uses Dig Typhon
To crit 7349 no
(8+1.5)*1.5=14.25

typhon -1 en

Action 2:
Infernape uses Low Kick Typhon -6 en
To crit 2123 no
(12+3+1.5)*1.5=24.75
Boltair uses Air Slash Koiga -9 en
To crit 5577
To flinch 8092
(8+3+5.5)*1.5=24.75
Joy uses Air Slash Infernape -9 en
To crit 1797 no
(8+3+4+2-2)*1.5=22.5
Ra uses Reflect (Ra, Boltair) -7 en
Koiga uses Struggle Bug (fffffffff) -2 en
To crit: 100, 9613, 609, 8117, 4077, 2799, 7219
Infernape: (3+3+3-1.5)*0.67+4=9
Boltair:(3+3)+4=10
Joy:(3+3+3-3)+4=10
Ra:(3+3-1.5)*1.5+4=10.75
Typhon:(3+3-1.5)+4=8.5
Ibrandul:(3+3-3)+4=7
Aran:(3+3-4.5)+4=5.5
Typhon uses Brine Ra -7 en
To crit 1375 no
(3.5+3+1.5)*1.5-1.75=10.25
Ibrandul uses Ice Punch Joy -6 en
To crit 8338
To freeze 865 (whoops)
Duration: 323 1 action
(8+2)*1.5=15
Aran uses Rock Slide (Koiga-Typhon-Joy) -6 en
To crit: 4769, 8283, 5350
Koiga: (6+4.5)*1.5=15.75
Typhon: (6+3)*1.5=13.5
Joy: (6+3)*1.5=13.5

Typhon -1 hp

End of Round-ing:
Ra: -14 en, -37 hp
Ibrandul: -13 en, -7 hp
Koiga: -7 en, -41 hp
Aran: -16 en, -6 hp
Joy: -14 en, -39 hp
Infernape: -16 en, -31 hp
Typhon: -14 en, -63 hp
Boltair: -14 en, -10 hp


Ack.
 
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