Completed Waterwarrior vs. Houndoomsday at the ASB Arena

#1

"ZZzzzzzzzzzzzzzzzz."


"Maxim, it's time to go ref Waterwarrior vs. Houndoomsday!"

"What? That's...zzz...impossible I don't take Battle Towers anymore."

"Oh wake up you idiot! You took those two just a few hours ago!"

"...OH YEAH! Crap I'm late."

Several Minutes later.

"Phew, made it on time...anyways, Nora, get the camera and let's start rolling!"

"Welcome ladies and gentlemen, blokes and folks, to an exhibition match between two fine trainers and their Pokemon. You know the drill though, before we introduce the teams, let's go over the rules!"


Rules said:
2v2 NFE Singles
2 Day DQ
Items = Training
2 recovers/ 2 chills
2 subs
ASB arena
Switch=KO
1 Ability
"With that out of the way, let's go ahead and introduce our competitors!"

"In the Blue corner, we have the Ice Gym hopeful, our very own WaterWarrior!"

Team Waterwarrior:

Necturine (Elise Deauxnim) Female
Nature: Quiet (+SpA, -Spe, -10% evasion)
Type: Grass / Ghost
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.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:

Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW ability- LOCKED): (Innate) This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 44 (51/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 2/6
MC: 0
DC: 1/5

Attacks: (15 total)
Physical:
Leaf Blade
Return
Shadow Sneak
Vine Whip

Special:
Hex
Leaf Storm
Ominous Wind
Psychic
Shadow Ball

Status:
Leer
Pain Split
Sketch
Substitute
Toxic Spikes
Will-O-Wisp


Mienfoo (Applejack) Female
Nature: Hasty (+Spe, -Def)
Type: Fighting
Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

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.
Regenerator: (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.
Reckless (DW ability- LOCKED): (Innate) This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon have two (2) more Base Attack Power, and recoil percentage is unaffected.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 2
SpD: Rank 2
Spe: 75 (65x1.15) (+13% acc)
Size Class: 2
Weight Class: 2
Base Rank Total: 14

EC: 1/6
MC: 0
DC: 1/5

Attacks: (15 total)
Physical:
Doubleslap
Dig
Fake Out
Hi Jump Kick
Knock Off
Pound
U-Turn
Vital Throw

Special:
Aura Sphere
Focus Blast
Swift

Status:
Calm Mind
Detect
Meditate
Me First


"And in the Red corner, we have a newbie to the Anime Style Battling League. I don't have much info on him, but he does seem to have a love for old Pokemon sprites. Please welcome Houndoomsday!"

Team Houndoomsday:

Bulbasaur [Bulby] (Female)
Nature: Modest (+SpA, -Att)
Type: Grass/Poison
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.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Overgrow: When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2)
Chlorophyll (DW): During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed

Stats:
HP: 90
Attack: Rank 1 (-)
Defense: Rank 2
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 1/9
MC: 0
DC: 1/5

Attacks:
Tackle (*)
Growl (*)
Leech Seed (*)
Vine Whip (*)
Poison Powder (*)
Sleep Powder (*)
Take Down (*)
Razor Leaf (*)
Sweet Scent (*)
Growth (*)
Synthesis
Worry Seed

Giga Drain (*)
Sludge (*)
Curse (*)

Toxic (*)
Rest (*)
Protect (*)



Dratini [Smaug] (Male)
Nature: Adamant (+Att, -SpA)
Type: Dragon
Dragon: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Abilities:
Shed Skin: This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Marvel Scale (DW): This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).

Stats:
HP: 90
Attack: Rank 4 (+)
Defense: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 40
Size Class: 2
Weight Class: 1
Base Rank Total: 13

EC: 2/9
MC: 0
DC: 1/5

Attacks:
Wrap (*)
Leer (*)
Thunder Wave (*)
Agility (*)
Twister (*)
Dragon Rage (*)
Slam (*)

Extremespeed (*)
Aqua Jet (*)
Supersonic (*)

Light Screen (*)
Safeguard (*)
Protect (*)
Substitute



Houndour [Hellhound] (Male)
Nature: Mild (+SpA, -Def)
Type: Dark/Fire
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.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

Abilities:
Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Unnerve: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

HP: 90
Atk: Rank 2
Def: Rank 1 (-1)
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 14

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

Attacks:
Leer (*)
Howl (*)
Ember (*)
Roar (*)
Smog (*)
Bite (*)
Odor Sleuth (*)
Beat Up (*)

Fire Spin (*)
Thunder Fang (*)
Counter (*)

Will O'Wisp (*)
Sludge Bomb (*)
Sunny Day (*)


"All right then, enough clowning around, let's get this battle started!"

Turn order:
Waterwarrior sends out his Pokemon and assigns items
Houndoomsday sends out his Pokemon, assigns items, and orders
Waterwarrior orders
I Ref
 
#2
You already know the items I'm holding :P

Ok guys, I'm not entirely psyched about this matchup here, but let's try our best! Elise, get on out there and get torched by that Houndour kick some ass!
 
#8
Team Waterwarrior:

Elise (Necturine)
Health: 90
Energy: 100
Speed: 44 (-)
Stats: 2/2/3/3
Size/Weight: 1/1
Boosts/Drops: None
Status: None
Item: Lucky Egg

Team Houndoomsday:

Hellhound (Houndour)
Health: 90
Energy: 100
Speed: 65
Stats: 2/1/4/2
Size/Weight: 1/2
Boosts/Drops: None
Status: None
Item: None

Round 1: Yet another late reffing, what else is new?

And we're off! The trainers take a few minutes to issue their orders, then start off the match. Waterwarrior sends out his Necturine, while Houndoomsday gains an early type advantage by sending out Houndour. I predict Waterwarrior burning to the ground this match.

The first action starts off with a rather literal interpretation of my prediction as Houndour sends out some ghostly Will-o-Wisps at Necturine which burn her. She responds by setting up a Substitute using some fallen leaves near the edges of the stadium. It doesn't look too sturdy, but hopefully it'll at least do something.

Houndour then decides to exacerbate the fire damage he will be dealing by shooting a beam into the air and setting up a Sunny Day. Necturine doesn't seem too pleased and starts attacking with a Leaf Blade that lands a critical hit! Sadly it still doesn't do that much damage due to the burn and being a not very effective hit.

Houndour finally decides to attack, this time with a Fire Spin which destroys the substitute in one shot and traps Necturine in a ring of fire! Necturine responds by sending out a Shadow Ball which does light damage to Houndour, but also seems to affect him adversely. It seems the attack has lowered his Special Defense! This could be crucial for the next round!

As we end this round off, we learn that my procrastination streak is still going strong, Houndour is about to make mincemeat of Necturine, and Waterwarrior is still trying to figure out how he will get out of this madness alive. Stay tuned for more of this match!
Pre Round:
Speed order:
Houndour
Necturine

Dice:
d2 for speed ties
d6 for multihit moves
d16 for crits
d100 for most other things

Action One:
Houndour used Will-o-Wisp
To Hit: [15>= Miss]=60=Hit
Necturine was burned!
[-6 Energy H]

Necturine used Substitute
A 15 HP Substitute was made
[-15 HP N] [+15 HP NSub] [-12 Energy N]

[-2 HP N]

Action Two:
Houndour used Sunny Day
The sun shines brightly for 4 rounds
[-9 Energy H]

Necturine used Leaf Blade
To Crit: [2>= Yes]=1=YES
Damage: [9-3+3+3+1.5]*.67=9.045
[9.045 Damage H] [-6 Energy N]

[-2 HP N]

Action Three:
Houndour used Fire Spin
To Hit: [5>= Miss]=99=Hit
To Crit: [1=Yes]=7=No
Damage: [4+3+3+1.5]*1.5=17.25
The substitute took the hit and broke
[15 Damage NSub] [-4 Energy H]

Necturine used Shadow Ball
To Crit: [1=Yes]=6=No
To Drop Stats: [20>=Yes]=19=Yes
Damage: [8+3+1.5]*.67=8.375
[8.375 Damage H] [-5 Energy N]
-1 Sp. Defense H

[-2 HP N]

Totals:
Houndour: 17 Damage, -19 Energy
Necturine: 21 Damage, -23 Energy


Team Waterwarrior:

Elise (Necturine)
Health: 69
Energy: 77
Speed: 44 (-)
Stats: 2/2/3/3
Size/Weight: 1/1
Boosts/Drops: None
Status: Burned [2 DPA, -3 BP Physical Attacks]
Item: Lucky Egg

Team Houndoomsday:

Hellhound (Houndour)
Health: 73
Energy: 81
Speed: 65
Stats: 2/1/4/2
Size/Weight: 1/2
Boosts/Drops: -1 Sp. Defense (4A)
Status: None
Item: None

Turn order:
Waterwarrior orders
Houndoomsday orders
I stop being an idiot and ref.
 
#9
Iirc, Elise shouldn't be trapped by Fire Spin due to the Substitute (and if she is, I'm a braying idiot... as usual. Back to the fun fun fun...

Shadow Ball -> Ominous Wind -> Shadow Ball
If damaging Fire-type attack A1 or A2, change A3 to Pain Split
If damaging Poison-type attack A1 or A2, change A3 to Pain Split
 
#10
I assume waterwarrior is correct about the fire spin, however I'll just give my orders for both if that is the case or if it isn't.

If Elise IS TRAPPED by last rounds Fire Spin: Smog-Ember-Fire Spin

If Elise IS NOT TRAPPED: Fire Spin-Ember-Ember
 
#12
(...Yeah there's no excuse for this...my apologies :/)

Anyways, as far as the fire spin goes, I haven't heard any voices supporting my decision and the few I have heard have said Necturine is probably not trapped, so I've fixed the previous reffing and will ref this now.

Team Waterwarrior:

Elise (Necturine)
Health: 69
Energy: 77
Speed: 44 (-)
Stats: 2/2/3/3
Size/Weight: 1/1
Boosts/Drops: None
Status: Burned [2 DPA, -3 BP Physical Attacks]
Item: Lucky Egg

Team Houndoomsday:

Hellhound (Houndour)
Health: 73
Energy: 81
Speed: 65
Stats: 2/1/4/2
Size/Weight: 1/2
Boosts/Drops: -1 Sp. Defense (4A)
Status: None
Item: None

Round 2: Free at last!


Action One:
Houndour used Fire Spin
To Hit: [5>= Miss]=26=Hit
To Crit: [1=yes]=2=No
Necturine was trapped!
[15 Damage] [-8 Energy N]

Necturine used Shadow Ball
To Crit: [1=Yes]=9=No
To Drop Stats: [20>= Yes]=5=Yes
Damage: [8+3+1.5]*.67+1.75=9.875
[9.875 Damage H] [-9 Energy N]
-1 Sp. Def Houndour

[-4 HP N]

Action Two:
Houndour used Ember
To Crit: [1=Yes]=9=No
To Burn: Redundant
Damage: [4+3+3+1.5]*1.5=17.25
[17.25 Damage N] [-2 Energy H]

Necturine used Ominous Wind
To Crit: [1=yes]=9=No
To Boost Stats: [10>= Yes]=97=No
Damage: [6+3+1.5]*.67+3.5=10.535
[10.535 Damage H] [-3 Energy N]

[-4 HP N]

Action Three:
Houndour used Ember
To Crit: [1=yes]=11=No
To Burn: Redundant
[17.25 Damage N] [-6 Energy H]

Necturine used Pain Split
HP (N): 9
HP (H): 20
Split: [(9+20)/2]=14.5~15
Energy: 6+[(20-9)/3]~10
[Both mons to 15 HP] [-10 Energy N]

[-4 HP N]

Totals:
Houndour: 15 HP, -16 Energy
Necturine: 11 HP, -22 Energy


Team Waterwarrior:

Elise (Necturine)
Health: 11
Energy: 55
Speed: 44 (-)
Stats: 2/2/3/3
Size/Weight: 1/1
Boosts/Drops: None
Status: Burned [2 DPA, -3 BP Physical Attacks], Fire Spin (1A)
Item: Lucky Egg

Team Houndoomsday:

Hellhound (Houndour)
Health: 15
Energy: 65
Speed: 65
Stats: 2/1/4/2
Size/Weight: 1/2
Boosts/Drops: -2 Sp. Defense (4A)
Status: None
Item: None

Turn order:
Houndoomsday orders
Waterwarrior orders
I procrastinate
I ref
 
#14
Damn that went well. Almost... too well. Sorry you're not going to be able to pull through for us Elise, but we can at least take one more shot!

Shadow Sneak + Shadow Sneak
 
#15
Team Waterwarrior:

Elise (Necturine)
Health: 11
Energy: 55
Speed: 44 (-)
Stats: 2/2/3/3
Size/Weight: 1/1
Boosts/Drops: None
Status: Burned [2 DPA, -3 BP Physical Attacks], Fire Spin (1A)
Item: Lucky Egg

Team Houndoomsday:

Hellhound (Houndour)
Health: 15
Energy: 65
Speed: 65
Stats: 2/1/4/2
Size/Weight: 1/2
Boosts/Drops: -2 Sp. Defense (4A)
Status: None
Item: None

Round 3: Last Resort

Welcome back folks! Last round we witnessed both competitors duking it out, with Houndour getting an early lead. Can he keep his lead?

Necturine, sensing that the end is nigh, uses up her energy to use a Shadow Dash combo that does decent damage to Houndour, but Houndour sends out another Ember that seals the deal.

This round concludes with Houndoomsday in the lead against Waterwarrior. However, Houndour is considerably weakened from the endeavor and isn't likely to survive another round. Can Waterwarrior make a comeback? Stay tuned to find out!
Action One:
Necturine used Shadow Dash combo
BAP: 4*2.25=9
Energy: [4+8]*1.75=21-1=20
To Crit: [1=Yes]=13=No
Damage: [9-2+3+1.5]*.67=7.705
[7.705 Damage H] [-20 Energy N]

Houndour used Ember
To Crit: [1=Yes]=5
[17.25 Damage N] [-10 Energy H]

Necturine fainted!

Totals:
Sunny Day: 1 Round
Houndour: 8 Damage, -10 Energy
Necturine: 11 Damage, -20 Energy, FAINT


Team Waterwarrior:

Elise (Necturine)
Health: KO
Energy: 35
Speed: 44 (-)
Stats: 2/2/3/3
Size/Weight: 1/1
Boosts/Drops: None
Status: Burned [2 DPA, -3 BP Physical Attacks], Fire Spin (1A)
Item: Lucky Egg

Team Houndoomsday:

Hellhound (Houndour)
Health: 7
Energy: 65
Speed: 65
Stats: 2/1/4/2
Size/Weight: 1/2
Boosts/Drops: -1 Sp. Defense (3A)
Status: None
Item: None

Turn order:
Waterwarrior sends in new mon
Waterwarrior orders
Houndoomsday orders
I ref
 
#19

90HP/100En
Speed: 75 (+13% Acc.)
Item: Exp Share
Ranks: 3/1/2/2
Status:
Boosts/Drops:
Other:


7HP/65En
Speed: 65
Item:
Ranks: 2/1/4/2
Status:
Boosts/Drops: -2SpDef
Other:
***​

Round 4

Action 1
Mienfoo used Aura Sphere
RNG Roll (MISS) [>#MISS]: Guaranteed/10000 (HIT)
RNG Roll CRIT [<=625 CRIT]: 9616/10000 (NO)
[(9+3+3-3)*1.5]+2(1.75) = 21.5 damage
-6 energy

Post-Round Summary
Mienfoo: -6 energy
Houndour: -22HP

***​

90HP/94En
Speed: 75 (+13% Acc.)
Item: Exp Share
Ranks: 3/1/2/2
Status:
Boosts/Drops:
Other: x1KOC


90HP/100En
Speed: 45
Item: Amulet Coin
Ranks: 1/2/4/3
Status:
Boosts/Drops:
Other:

-15HP/65En
Speed: 65
Item:
Ranks: 2/1/4/2
Status:
Boosts/Drops: -2SpDef
Other:

Order of Operations
  • Houndooms Day orders
  • WaterWarrior Responds
  • I referee
 
#22

90HP/94En
Speed: 75 (+13% Acc.)
Item: Exp Share
Ranks: 3/1/2/2
Status:
Boosts/Drops:
Other: x1KOC


90HP/100En
Speed: 45
Item: Amulet Coin
Ranks: 1/2/4/3
Status:
Boosts/Drops:
Other:

The RNG is not a fan of the apocalypse! (clever word play is clever :P)

***​
Round 5

Action 1
Mienfoo used Dig
RNG Roll CRIT [<=625 CRIT]: 545/10000 (YES)
[(8+3+4.5-3)*1] = 12.5 damage
-10 energy

Bulbasaur used Toxic
Mienfoo was underground…
-6 energy

Action 2
Mienfoo used Hi Jump Kick
RNG Roll (MISS) [>#MISS]: Nature boost gives perfect Accuracy/10000 (HIT OR MISS)
RNG Roll CRIT [<=625 CRIT]: 4545/10000 (NO)
[(13+3+4.5-3)*0.67] = 11.73 damage
-7 energy

Bulbasaur used Leech Seed
RNG Roll (MISS) [>9000 MISS]: 947/10000 (HIT)
Mienfoo was seeded {6A}
-9 energy

+3HP Bulbasaur
-3HP Mienfoo

Action 3
Mienfoo used U-Turn
RNG Roll CRIT [<=625 CRIT]: 8654/10000 (YES OR NO)
[(7+4.5-3)*1] = 8.5 damage
-5 energy
Mienfoo is no longer seeded

Bulbasaur used Sleep Powder
RNG Roll (MISS) [>7500MISS]: 9652/10000 (MISS)
-6 energy

***
Post Round Summary
Mienfoo: -3HP, -22 energy
Bulbasaur: -30HP, -21 energy


87HP/72En
Speed: 75 (+13% Acc.)
Item: Exp Share
Ranks: 3/1/2/2
Status:
Boosts/Drops:
Other: x1KOC


60HP/79En
Speed: 45
Item: Amulet Coin
Ranks: 1/2/4/3
Status:
Boosts/Drops:
Other:

Waterwarrior up!
 
#23
Yaaay Sleep Powder miss!

And now, ATTACK!

Hi Jump Kick -> Dig -> Hi Jump Kick
If successful P/E move, change that action to Meditate and push back
If successful Grass-type damaging combo, change that action to Fake Out the first time and Dig (suspend) the second, pushing back each time
 
#25

87HP/72En
Speed: 75 (+13% Acc.)
Item: Exp Share
Ranks: 3/1/2/2
Status:
Boosts/Drops:
Other: x1KOC


60HP/79En
Speed: 45
Item: Amulet Coin
Ranks: 1/2/4/3
Status:
Boosts/Drops:
Other:

Action 1
Mienfoo used Hi Jump Kick
RNG Roll (MISS) [>#MISS]: Nature boost gives perfect Accuracy/10000 (HIT OR MISS)
RNG Roll CRIT [<=625 CRIT]: 1165/10000 (NO)
[(13+3+4.5-3)*0.67] = 11.73 damage
-7 energy

Bulbasaur used Giga Drain
RNG Roll CRIT [<=625 CRIT]: 2321/10000 (NO)
[(8+3+6-3)*1] = 14 damage
-11 energy
+7HP bulbasaur

Action 2
Mienfoo used Dig
RNG Roll CRIT [<=625 CRIT]: 855/10000 (NO)
[(8+4.5-3)*1] = 9.5 damage
-10 energy

Bulbasaur used Synthesis
+20HP
-(9+5) = -13 energy

Action 3
Mienfoo used Hi Jump Kick
RNG Roll (MISS) [>#MISS]: Nature boost gives perfect Accuracy/10000 (HIT OR MISS)
RNG Roll CRIT [<=625 CRIT]: 2473/10000 (NO)
[(13+3+4.5-3)*0.67] = 11.73 damage
-7 energy

Bulbasaur used Giga Drain
RNG Roll CRIT [<=625 CRIT]: 3278/10000 (NO)
[(8+3+6-3)*1] = 14 damage
-11 energy
+7HP bulbasaur

***
Post Round Summary
Mienfoo: -28HP, -24 energy
Bulbasaur: +1HP, -35 energy


59HP/48En
Speed: 75 (+13% Acc.)
Item: Exp Share
Ranks: 3/1/2/2
Status:
Boosts/Drops:
Other: x1KOC


61HP/44En
Speed: 45
Item: Amulet Coin
Ranks: 1/2/4/3
Status:
Boosts/Drops:
Other:

Houndoomsday up!