Waterwarrior (Stargazers) vs SimonSays (Dreaded SATs)

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#1
Rules!
4v4 doubles
FE
All abilities
No items
Asb arena
2 subs
5 chills/recovers
2 day DQ
Switch = KO RNG (1/2) Nobody sent preferences.
Mons!

Waterwarrior

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


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*


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


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!

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

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



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

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!
 
#5
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 ?_?
 
#8
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
Team Waterwarrior

Houdin
HP: 90 En: 100
Stats: 1/2/5/3/138
Status: fine
Stats: fine

Fluttershy
HP: 100 En: 100
Stats: 2/3/3/4/116
Status: fine
Stats: fine

Team SimonSays

Sleuth
HP: 100 En: 100
Stats: 3/4/4/4/36
Status: fine
Stats: fine

Jack Knave
HP: 100 En: 100
Stats: 4/2/4/3/104
Status: fine
Stats: fine

Round One Begin!
Flavor will come tomorrow

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

Houdin
HP: 70 En: 81
Stats: 1/2/5/3/138
Status: fine
Stats: fine

Fluttershy
HP: 82 En: 72
Stats: 2/3/3/4/116
Status: telekinesis (3 actions)
Stats: fine

Team SimonSays

Sleuth
HP: 65 En: 77
Stats: 3/4/4/4/36
Status: fine
Stats: fine

Jack Knave
HP: 74 En: 89
Stats: 4/2/4/3/104
Status: Blaze Kick disabled (3 actions)
Stats: -1 Special Defense
 
#10
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...
 
#12
.... 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

"... 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
Team Waterwarrior

Houdin
HP: 70 En: 81
Stats: 1/2/5/3/138
Status: fine
Stats: fine

Fluttershy
HP: 82 En: 72
Stats: 2/3/3/4/116
Status: telekinesis (3 actions)
Stats: fine

Team SimonSays

Sleuth
HP: 65 En: 77
Stats: 3/4/4/4/36
Status: fine
Stats: fine

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

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

Houdin
HP: 21 En: 60
Stats: 1/2/5/3/34.5
Status: paralyzed 20%, telekinesis 4 actions
Stats: -1 special defense

Fluttershy
HP: 82 En: 50
Stats: 2/3/3/4/116
Status: fine
Stats: fine

Team SimonSays

Sleuth
HP: 48 En: 49
Stats: 3/4/4/4/9
Status: paralyzed 20%
Stats: fine

Jack Knave
HP: 17 En: 66
Stats: 4/2/4/3/104
Status: fine
Stats: fine
 
#15
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.
 
#17

"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
Well, nothing I can't work around! Especially because
<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
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!
 
#21
Team Waterwarrior

Houdin
HP: 21 En: 60
Stats: 1/2/5/3/34.5
Status: paralyzed 20%, telekinesis 4 actions
Stats: -1 special defense

Fluttershy
HP: 82 En: 50
Stats: 2/3/3/4/116
Status: fine
Stats: fine

Team SimonSays

Sleuth
HP: 48 En: 49
Stats: 3/4/4/4/9
Status: paralyzed 20%
Stats: fine

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.

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

Houdin
HP: 11 En: 49
Stats: 1/2/5/3/34.5
Status: paralyzed 10%, telekinesis 1 actions
Stats: fine

Fluttershy
HP: 75 En: 29
Stats: 2/3/3/4/116
Status: fine
Stats: fine

Team SimonSays

Sleuth
HP: 5 En: 42
Stats: 3/4/4/4/7
Status: paralyzed 5%
Stats: fine

Jack Knave
HP: KO En: KO
Stats: doesn't matter
Status: not fine
Stats: not fine at all
 
#23
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
Didn't you know? Erufuun is the new Watakko.


"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
I AM A GIGANTIC DOUCHEBAG, BUT AT LEAST I'M WINNING.

<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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