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Waterwarrior (Stargazers) vs SimonSays (Dreaded SATs)

Discussion in 'Tournament Arena' started by Yarnus of Bethany, Apr 27, 2012.

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  1. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    Rules!
    Mons!

    Waterwarrior
    Houdin the Alakazam (open)

    [​IMG]
    Alakazam* (Houdin) Male
    Nature: Timid (-Atk, +Spe, +22% accuracy)
    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.

    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 (DW ability- UNLOCKED): (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: Rank 1 (-)
    Def: Rank 2
    SpA: Rank 5
    SpD: Rank 3
    Spe: 138 (120x1.15) (+)
    Size Class: 3
    Weight Class: 3
    Base Rank Total: 18

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

    Attacks: (30 total)
    Physical:
    Counter
    Fire Punch*

    Special:
    Confusion
    Energy Ball
    Focus Blast
    Future Sight
    Hidden Power (Fire- 7)
    Hyper Beam
    Psybeam
    Psychic*
    Psyshock*
    Shadow Ball*

    Status:
    Ally Switch
    Calm Mind
    Disable
    Double Team
    Encore*
    Endure
    Guard Swap*
    Kinesis
    Light Screen
    Miracle Eye
    Protect
    Recover
    Reflect
    Substitute
    Taunt
    Teleport*
    Thunder Wave
    Torment

    Kippy the Swampert (open)


    [​IMG]
    Swampert (Kippy) Male
    Nature: Adamant
    Type: Water / Ground
    Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
    Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 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 ability- UNLOCKED): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

    Stats:
    HP: 110
    Atk: Rank 5 (+)
    Def: Rank 3
    SpA: Rank 2 (-)
    SpD: Rank 3
    Spe: 60
    Size Class: 4
    Weight Class: 4
    Base Rank Total: 19

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

    Attacks: (27 total)
    Physical:
    Avalanche*
    Dig*
    Dive
    Earthquake
    Endeavor
    Giga Impact
    Hammer Arm
    Return
    Stone Edge
    Tackle*
    Take Down
    Waterfall*

    Special:
    Hydro Pump
    Mud Bomb
    Mud-slap*
    Mud Shot
    Water Gun*

    Status:
    Bide*
    Curse*
    Double Team
    Foresight*
    Growl*
    Mirror Coat
    Mud Sport*
    Protect
    Rest*
    Yawn*

    Beast Boy the Ditto (open)

    [​IMG]
    Ditto (Beast Boy) -
    Nature: Quirky
    Type: Normal
    Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Abilities:
    Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
    Imposter (DW ability- UNLOCKED): (Innate) This Pokemon transforms into an opponent specified by the trainer immediately upon entry into battle.

    HP: 90
    Atk: Rank 2
    Def: Rank 2
    SpA: Rank 2
    SpD: Rank 2
    Spe: 48
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 12

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

    Attacks: (1 total- complete movepool!)
    Status:
    Transform

    Fluttershy the Whimsicott (open)

    [​IMG]
    Whimsicott (Fluttershy) Female
    Nature: Calm (+ SpD, - Atk)
    Type: 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:
    Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
    Infiltrator: (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.
    Chlorophyll (DW ability- UNLOCKED): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

    HP: 100
    Atk: Rank 2 (-)
    Def: Rank 3
    SpA: Rank 3
    SpD: Rank 4 (+)
    Spe: 116
    Size Class: 1
    Weight Class: 1
    Base Rank Total: 19

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

    Attacks: (23 total)
    Physical:
    Razor Leaf

    Special:
    Absorb
    Energy Ball
    Giga Drain
    Gust
    Hidden Power Fire (7)
    Hurricane
    Mega Drain
    Solarbeam

    Status:
    Charm
    Cotton Guard
    Cotton Spore
    Encore
    Endeavor
    Grasswhistle
    Growth
    Leech Seed
    Poisonpowder
    Stun Spore
    Substitute
    Sunny Day
    Switcheroo
    Taunt


    And SimonSays!
    Duke the Slaking (open)
    [​IMG]
    Slaking (Duke) [M]
    Nature: Lonely [Adds One (1) Rank to Attack; Subtracts One (1) Rank from Defense]
    Type: Normal
    Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.


    Abilities:
    Truant: (Trait) This Pokemon is naturally lazy, and becomes Sluggish after every normal action. This effect takes place after completing any normal (e.g. non-Sluggish) action. If this Pokemon uses a move that would inflict Sluggish, it instead becomes Exhausted for the next action. When Exhausted, its Confusion stage will not be checked and it will not hit itself in confusion during the second action. It recovers 3% energy when Exhausted. If this Pokemon uses a Combination, it becomes Sluggish or Exhausted on the action following the cooldown of the combination. Truant can be altered or shifted by Skill Swap, Role Play, Gastro Acid, or Mummy, but is not changed by Entrainment, Simple Beam, or Worry Seed.


    Stats:
    HP: 125
    Atk: Rank 7 (+)
    Def: Rank 3 (-)
    SpA: Rank 3
    SpD: Rank 3
    Spe: 100
    Size Class: 4
    Weight Class: 5
    Base Rank Total: 25


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


    Attacks:
    Uproar
    Scratch
    Yawn
    Encore
    Slack Off
    Faint Attack
    Amnesia
    Endure
    Flail
    Focus Punch
    Reversal
    Counter
    Covet
    Chip Away

    Crush Claw
    Night Slash
    Hammer Arm
    Body Slam
    Pursuit

    Return
    Double Team
    Rock Slide
    Earthquake
    Facade
    Toxic
    Giga Impact

    Ice Punch
    ThunderPunch
    Sucker Punch

    Moves: 29
    Jack Knave the Lucario (open)
    [​IMG]
    Lucario (Jack Knave) [M]
    Nature: Hasty (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Normally, Max: 30]). The Divisor is 870 for fully evolved Pokemon, 580 for Pokemon that are the second of three stages, 435 for Pokemon that are the first of two stages, and 290 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts one (1) Rank from Defense)
    Type: Fighting / Steel
    Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
    Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

    Abilities:
    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.
    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.
    Justified (DW): (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.

    Stats:
    HP: 100
    Atk: Rank 4
    Def: Rank 2 (-)
    SpA: Rank 4
    SpD: Rank 3
    Spe: 104 (90*1.15, rounded up)
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 20
    Acc. +12%


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


    Attacks:
    Dark Pulse
    Quick Attack
    Detect
    Foresight
    Metal Claw
    Endure
    Counter
    Force Palm
    Feint
    Bone Rush
    Reversal
    Screech
    Metal Sound
    Copycat
    Nasty Plot
    Dragon Pulse
    Heal Pulse
    Aura Sphere
    Quick Guard
    Me First
    ExtremeSpeed

    Blaze Kick
    Crunch
    Hi Jump Kick
    Agility
    Circle Throw

    Earthquake
    Sword Dance
    Rock Slide
    Dig
    Payback
    Rest
    Focus Blast
    Double Team

    Ice Punch
    Focus Punch

    Moves: 34

    Sleuth the Slowking (open)
    [​IMG]

    Slowking [Sleuth] (M)
    Nature: Relaxed (Adds one (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
    Type: Water/Psychic
    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.

    Abilities:
    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.
    Oblivious: (Innate) This Pokemon is incapable of being affected by Attract or Cute Charm.
    Regenerator (DW): (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.

    Stats:
    HP: 100
    Atk: Rank 3
    Def: Rank 4 (+)
    SpA: Rank 4
    SpD: Rank 4
    Spe: 36 (30/1.15, rounded down)
    -10 Eva.
    Size Class: 3
    Weight Class: 4
    Base Rank Total: 19


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


    Attacks:
    Power Gem
    Hidden Power (Grass, 7)
    Curse
    Yawn
    Tackle
    Growl
    Water Gun
    Confusion
    Disable
    Headbutt
    Slack Off
    Amnesia
    Heal Pulse

    Belly Drum
    Mud Sport
    Zen Headbutt
    Me First

    Trick Room
    Telekinesis
    Fire Blast
    Scald
    Protect
    Toxic
    Dragon Tail
    Ice Beam
    Focus Blast

    Aqua Tail
    Pay Day
    Magic Coat
    Zap Cannon
    Bide

    Moves: 31
    SandGiant the Claydol (open)
    [​IMG]
    Claydol (SandGiant) (U)
    Nature: Relaxed (Add One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.)
    Type: Ground/Psychic
    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.
    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:
    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:
    HP: 90
    Atk: Rank 3
    Def: Rank 5 (+)
    SpA: Rank 3
    SpD: Rank 5
    Spe: 65 (75/1.15, rounded down)
    Size Class: 3
    Weight Class: 5
    Base Rank Total: 20


    EC: 6/6
    MC: 0
    DC: N/A


    Attacks:
    Teleport
    Confusion
    Harden
    Rapid Spin
    Mud Slap
    Psybeam
    Rock Tomb
    SelfDestruct
    AncientPower
    Cosmic Power
    Earth Power
    Extrasensory
    Power Split
    Explosion

    Calm Mind
    SolarBeam
    Bulldoze
    Rest
    Ice Beam
    Stone Edge
    Rock Polish
    Substitute

    Signal Beam
    Mimic
    Skill Swap
    Stealth Rock
    Magic Coat

    Moves: 27



    Okay, both of you. PM me Your starting mons, and we can get this thing started!
  2. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,529
    Just a reminder that this is Doubles, even though you accidentally put singles. Will send in starting mons when I am awake enough to think straight.
  3. SimonSays

    SimonSays

    Joined:
    Aug 13, 2010
    Messages:
    143
    Also, for the life of me, I do NOT have a Space between my Simon and my Says. In other news, this match up isn't so bad. =]
  4. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    Waterwarrior sent out Houdin and Fluttershy, while SimonSays sent out Jack Knave and Sleuth.
    Coin Flip (Heads Waterwarrior, Tails Simon)
    [​IMG]
    Okay! Simon, your move.
  5. SimonSays

    SimonSays

    Joined:
    Aug 13, 2010
    Messages:
    143
    Actions to come, please don't DQ.

    EDIT: This is Engineer. Simon's computer is apparently having some problems, so he PMed me his actions to post here.

    Jack Knave: Blaze Kick ~ Ice Punch ~ Blaze Kick
    IF Targetted with Focus Blast, use Evasive Agility and push actions back.
    IF Targetted with Focus Punch, use Counter and push actions back.

    Sleuth: Telekinesis (Alakazam) ~ Zap Cannon (Alakazam) ~ Fire Blast (Whimsicott)
    IF Targetted with Taunt, use Magic Coat and push actions back.
    IF Alakazam uses Evasive / Protective move A2, use Fire Blast (Whimsicott) and push actions back.

    EDIT2: Simon just notified me that he thought he sent out Slowking, not Slaking. Apparently he wants to check his sent PM first ?_?
  6. SimonSays

    SimonSays

    Joined:
    Aug 13, 2010
    Messages:
    143
    This is Simon, and I did send out Sleuth, not Duke. Either way, yes those are my actions, and thank you Engineer. =]
  7. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    Oops, yeah, you're right!
    Slowking is out.
  8. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,529
    Well, time to make things AWESOME by using the most highly underrated move of all time.

    Houdin: Ally Switch -> Disable Jack (Blaze Kick) Focus Blast Jack
    Fluttershy: Solarbeam Sleuth -> Encore Jack -> Giga Drain Sleuth

    And, come to think of it, I think this is the first time I ever used Ally Switch to this much success... (yes, this does mean the Telekinesis goes to Fluttershy and the Blaze Kick goes to Houdin)
  9. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    Team Waterwarrior
    [​IMG]
    Houdin
    HP: 90 En: 100
    Stats: 1/2/5/3/138
    Status: fine
    Stats: fine
    [​IMG]
    Fluttershy
    HP: 100 En: 100
    Stats: 2/3/3/4/116
    Status: fine
    Stats: fine

    Team SimonSays
    [​IMG]
    Sleuth
    HP: 100 En: 100
    Stats: 3/4/4/4/36
    Status: fine
    Stats: fine
    [​IMG]
    Jack Knave
    HP: 100 En: 100
    Stats: 4/2/4/3/104
    Status: fine
    Stats: fine

    Round One Begin!
    Flavor will come tomorrow

    Calcs (open)

    Houdin used Ally Switch! 4 en
    Jack Knave used Blaze Kick! (8/16) (15/20) (6/10) (9+3)=12 damage, 6 en
    Sleuth used Telekinesis! 6 en
    Fluttershy used Solar beam! (2/16) (12+3-1.5)*1.5=20.25 damage, 7 en

    Fluttershy used Encore! 10 en
    Houdin used Disable! 7 en
    Jack Knave couldn't do anything!
    Sleuth used Zap Cannon! (12/16) (14/20) miss 9 en

    Houdin used Focus Blast! (7/16) (1/20) (1/10) (12+3)*1.5=22.5 damage, 8 en
    Fluttershy used Giga drain! (14/16) (8+3-1.5)*1.5=14.25 damage, 11 en
    Jack Knave Struggled! (14/16) (1/2) Houdin (5+3)=8 damage, 3.2 recoil, 5 en
    Sleuth used Fire Blast! (18/20) (16/16) (2/10) (12)*1.5=18 damage, 8 en

    Team Waterwarrior
    [​IMG]
    Houdin
    HP: 70 En: 81
    Stats: 1/2/5/3/138
    Status: fine
    Stats: fine
    [​IMG]
    Fluttershy
    HP: 82 En: 72
    Stats: 2/3/3/4/116
    Status: telekinesis (3 actions)
    Stats: fine

    Team SimonSays
    [​IMG]
    Sleuth
    HP: 65 En: 77
    Stats: 3/4/4/4/36
    Status: fine
    Stats: fine
    [​IMG]
    Jack Knave
    HP: 74 En: 89
    Stats: 4/2/4/3/104
    Status: Blaze Kick disabled (3 actions)
    Stats: -1 Special Defense
  10. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,529
    Actions to come later, but shouldn't Blaze Kick only have done 12 DMG? Since it did not crit and Blaze Kick is not STAB, I have no idea where that extra 3 DMG could've come from...
  11. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    Oops... Somehow I thought Jack Knave was a Blaziken. Fixing.
  12. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,529
    .... Odd. Well, actions go!

    Houdin: Focus Blast Jack -> Hidden Power Jack -> Focus Blast Jack
    If, when you would be using Focus Blast, Jack uses a Protective or Evasive move successfully without transfer, change that action to Energy Ball Sleuth
    If Jack targets Houdin with Crunch, use Double Team (2 clones) and push actions back, but not twice in a row. The first sub takes precedence.

    Fluttershy: Taunt Sleuth -> Solarbeam Sleuth -> Energy Ball Sleuth
    If Sleuth uses Magic Coat A1, change that action to Energy Ball Sleuth
    If Sleuth uses Protect A1, change actions to Hidden Power Jack -> Encore Sleuth -> Hidden Power Jack
  13. SimonSays

    SimonSays

    Joined:
    Aug 13, 2010
    Messages:
    143
    [​IMG]
    "... Dare I ask how? Anyway, support thy friends!"

    Jack Knave: ExtremeSpeed + Blodyblock Combination (Sleuth) ~ Cooldown (Woo, still Blocking) ~ Dark Pulse (Alakazam)

    Sleuth: Heal Pulse (Jack) ~ Telekinesis (Alakazam) ~ Zap Cannon (Alakazam)
  14. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    Team Waterwarrior
    [​IMG]
    Houdin
    HP: 70 En: 81
    Stats: 1/2/5/3/138
    Status: fine
    Stats: fine
    [​IMG]
    Fluttershy
    HP: 82 En: 72
    Stats: 2/3/3/4/116
    Status: telekinesis (3 actions)
    Stats: fine

    Team SimonSays
    [​IMG]
    Sleuth
    HP: 65 En: 77
    Stats: 3/4/4/4/36
    Status: fine
    Stats: fine
    [​IMG]
    Jack Knave
    HP: 74 En: 89
    Stats: 4/2/4/3/104
    Status: Blaze Kick disabled (3 actions)
    Stats: -1 Special Defense

    Round Two Begin!
    Simon steals Water-warrior's tactic and switches the targets of his attacks, but to no avail. Despite the resisted attacks and the Pulse of Healing ability Sleuth Sent out, Jack knave is near "death" and Waterwarrior has a sizable upper hand. But hax may start to favor simon, so Waterwarrior must keep in at his same rate of damaging.


    Rest of Flavor will come tomorrow

    Calcs (open)

    Jack Knave used Extremely fast bodyblock! 17 en
    Houdin used Focus Blast! (14/16) (7/20) (8/10) (12+3)*1.5+1.75=24.25 damage, 8 en
    Fluttershy used Taunt! 10 en
    Sleuth used Heal Pulse! 13 en

    Houdin used Hidden Power! (15/16) (7+3)*1.5+1.75=16.75 damage, 5 en
    Jack Knave cooled down.
    Sleuth used Telekinesis! 6 en
    Fluttershy used Solar Beam! (5/16) (12+3)*.67+1.75=11.75 damage, 7 en

    Houdin used Focus Blast! (3/16) (7/20) (6/10) (12+3)*1.5+1.75=24.25 8 en
    Fluttershy used Energy Ball! (9/16) (8/10) (8+3)*1.5=16.5 damage, 5 en
    Jack Knave used Dark Pulse! (13/16) (2/10) (8+1.5)*1.5=14.25 damage, 6 en
    Sleuth used Zap cannon! (9/16) (12+1.5)*1.5+1.75=26.5 damage, 9 en

    Team Waterwarrior
    [​IMG]
    Houdin
    HP: 21 En: 60
    Stats: 1/2/5/3/34.5
    Status: paralyzed 20%, telekinesis 4 actions
    Stats: -1 special defense
    [​IMG]
    Fluttershy
    HP: 82 En: 50
    Stats: 2/3/3/4/116
    Status: fine
    Stats: fine

    Team SimonSays
    [​IMG]
    Sleuth
    HP: 48 En: 49
    Stats: 3/4/4/4/9
    Status: paralyzed 20%
    Stats: fine
    [​IMG]
    Jack Knave
    HP: 17 En: 66
    Stats: 4/2/4/3/104
    Status: fine
    Stats: fine
  15. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,529
    Two things:
    1. Slowking should've taken 8 damage from the ExtremeSpeed, as the attack is still being used on it.
    2. Slowking should be paralyzed (both of us at 20%) due to Zam's Synchronize.
  16. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    I disagree with number one, but have implemented. 2
  17. SimonSays

    SimonSays

    Joined:
    Aug 13, 2010
    Messages:
    143
    [​IMG]
    "Let's keep pushing on!" Although our foe is probably going to completely have his way with us for it...

    Jack Knave: Feint + Crunch Combination (Alakazam) ~ cooldown ~ Blaze Kick (Whimsicott)
    IF Alakazam successfully uses Endure A1, use Endure ~ Crunch (Alakazam) ~ Blaze Kick (Whimsicott)
    IF Alakazam successfully uses Ally Switch A1, redirect Combination to Whimsicott.

    Sleuth: Fire Blast ~ Ice Beam ~ Fire Blast, all at Whimsicott
    IF Whimsicott targets you with Taunt, use Magic Coat that turn and push actions back.
    IF Alakazam Successfully uses Endure A1;
    - And the First Sub has not yet been activated, use Toxic A1.
    - And the First Sub has been activated, use Toxic after using Magic Coat.
  18. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,529
    Well, nothing I can't work around! Especially because
    trololol (open)

    <waterwarrior> if a mon is left with .25 HP at the end of an action, they're considered fainted, right?

    <Objection> if a mon gets down to 0.5 HP or less, it faints before anything else happens

    Oh, and the fact that Feint's CT is Set, making the combo a Fighting-type move, doesn't hurt either.

    Houdin: Hidden Power Jack -> Energy Ball Sleuth -> Shadow Ball Sleuth
    Fluttershy: Dodge -> Giga Drain Sleuth -> Energy Ball Sleuth

    lol, screw Fluttershy's incredibly-fast decreasing EN.
  19. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,529
    Also, posting to say that Sleuth should have 26 Speed, not 36, as it currently is giving Slowking more Speed from a negative nature. Woo 2% higher chance of dodging!
  20. SimonSays

    SimonSays

    Joined:
    Aug 13, 2010
    Messages:
    143
    Yes, pardon the typo (An approver somewhere didn't properly earn their 0.1 UC). Also, between Rounds;

    Jack Knave: Force Palm (My face)
  21. Yarnus of Bethany

    Yarnus of Bethany

    Joined:
    Mar 5, 2010
    Messages:
    2,065
    Team Waterwarrior
    [​IMG]
    Houdin
    HP: 21 En: 60
    Stats: 1/2/5/3/34.5
    Status: paralyzed 20%, telekinesis 4 actions
    Stats: -1 special defense
    [​IMG]
    Fluttershy
    HP: 82 En: 50
    Stats: 2/3/3/4/116
    Status: fine
    Stats: fine

    Team SimonSays
    [​IMG]
    Sleuth
    HP: 48 En: 49
    Stats: 3/4/4/4/9
    Status: paralyzed 20%
    Stats: fine
    [​IMG]
    Jack Knave
    HP: 17 En: 66
    Stats: 4/2/4/3/104
    Status: fine
    Stats: fine

    Round Three Begin!
    Waterwarrior miscalculated, but was saved by an unfair critical hit.
    Jack Knave was knocked out, and Sleuth is almost at negative health too.

    Calcs (open)

    Jack Knave used Last Ditch Bite! (2/16) (3/10) (12+3)*.67=10.05 damage
    Fluttershy used Dodge! 85-(40+23+10)=12% new accuracy, 5 en
    Houdin used Hidden power! (12/20) (1/16) (7+3+3)*1.5=19.5 damage, 5 en
    Sleuth used Fire Blast! (2/10) paralyzed,

    Fluttershy used Giga Drain! (9/16) (8+3-1.5)*1.5=14.25 damage, 7.125 healing, 11 en
    Houdin used Energy Ball! (4/20) paralyzed
    Sleuth used Ice Beam! (17/20) (5/10) (15/16) (10)*1.5=15 damage, 7 en

    Fluttershy used Energy Ball! (6/16) (10/10) (8+3-1.5)*1.5=14.25 damage, 5 en
    Houdin used Shadow Ball! (17/20) (7/16) (3/10) (8+1.5)*1.5=14.25 damage, 6 en
    Sleuth used Fire Blast! (1/20) paralyzed,

    Team Waterwarrior
    [​IMG]
    Houdin
    HP: 11 En: 49
    Stats: 1/2/5/3/34.5
    Status: paralyzed 10%, telekinesis 1 actions
    Stats: fine
    [​IMG]
    Fluttershy
    HP: 75 En: 29
    Stats: 2/3/3/4/116
    Status: fine
    Stats: fine

    Team SimonSays
    [​IMG]
    Sleuth
    HP: 5 En: 42
    Stats: 3/4/4/4/7
    Status: paralyzed 5%
    Stats: fine
    [​IMG]
    Jack Knave
    HP: KO En: KO
    Stats: doesn't matter
    Status: not fine
    Stats: not fine at all
  22. SimonSays

    SimonSays

    Joined:
    Aug 13, 2010
    Messages:
    143
    Energy isn't expended when Paralyzed, let's go SandGiant!

    [​IMG]
  23. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,529
    My moves, eh? Well, after you fix Ice Beam doing 22.5 DMG instead of 15. Grass did not suddenly sprout a 4x weakness to Ice (pun was certainly intentional).

    Houdin: Endure -> Taunt Claydol -> Shadow Ball Claydol
    If Magic Coat is being used when Houdin would use Taunt, change that action to Shadow Ball and push actions back
    Fluttershy: Razor Leaf -> Chill -> Energy Ball Claydol
    If Sleuth successfully uses Protect A1 without transfer, change actions to Chill -> Razor Leaf -> Energy Ball Claydol
  24. SimonSays

    SimonSays

    Joined:
    Aug 13, 2010
    Messages:
    143
    Didn't you know? Erufuun is the new Watakko.

    [​IMG]
    "When the odds seem bleak and all hopes are lost... Think like Deck. Never give up!"

    SandGiant: Signal Beam (Alakazam) ~ Evasive Teleport ~ Skill Swap (Alakazam: Take Magic Guard, don't give Levitate)
    IF Sleuth is fainted A1, use Bulldoze A1.

    Sleuth: Defensive Fire Blast ~ Toxic (Alakazam) ~ Slack Off
  25. waterwarrior

    waterwarrior

    Joined:
    Oct 20, 2010
    Messages:
    1,529
    I AM A GIGANTIC DOUCHEBAG, BUT AT LEAST I'M WINNING.

    IRC log (open)

    <waterwarrior> Is using Fire Blast to get rid of Razor Leaf a legal move? Even when the speed difference between the two mons is 90?

    <dogfish44> %% %% %% Who's faster? %% %% %%

    <waterwarrior> And the Razor Leaf user has 116 Speed, while the Fire Blast user has 26

    <dogfish44> In that case, definitely not

    <dogfish44> the fire blast will move WAY after the razor leafs

    <dogfish44> it'll hit and damage
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