Completed Yoshinite and Someoneelse battle in the Magical Type Shop!

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#1
YEEAAHH!!

Hi guys, I'm IceSpade, the coolest trainer ever, and anyway I'm here to ref. This is a battle between Yoshinite the ghost lover, and Someoneelse the other trainer! They will be doing a double battle here in Mr. Heefloot's Magical Type Shop, a strange arena with some cool items that can give a Pokemon another type! This looks like an interesting battle guys!
2v2 Babysitter Doubles (1FE 1NFE)
One Ability
2 Day DQ
Switch=lol
2 Chills, 5 Recovery
Arena=Mr. Heefloot's Magical Type Shop.
Field Type = Neutral
Complexity = Moderate
Format = Eh, whatever
No Restrictions on anything

Here at the magical type shop, Mr.Heefloot sells many strange and mystical devices. Within these seemingly ordinary devices, a great power is contained, so great that it is even capable of changing the types of Pokemon! For a meager price of less than nothing, Mr.Heefloot is glad to rent these items out to budding trainers for the duration of a battle in his yard. He just loves seeing small creatures crushed by Shieldons! His yard is rather regular, covered in grass and with a small pond nearby, so there are no move restrictions.

The arena is nothing special, but Mr.Heefloot will gladly give one of his precious seventeen items away to a Pokemon at the start of a battle, adding an additional type to them! For example, if the Fairy Wings are given to a Shieldon, then it would be counted for purposes of STAB, type resistances, etc. as a Rock/Steel/Flying type! Just to clear some stuff up, Mr.Heefloot says a Rock/Steel/Dark type is considered 8x weak to Fighting attacks (for an ASB modifier of 3.0), and a Water/Ice/Fire type is 8x resistant to Ice attacks (for an ASB modifier of .29). In addition, a Pokemon may take an item of a type they already are. For example Conkeldurr can go ahead and grab a Super Karate Black Belt to gain double the STAB bonus on fighting-attacks, but also doubling his weaknesses! Only one of each item can be attached per battle, and they do not take up the regular hold item a Pokemon usually has. Here is the list of items, have fun incorporating them into your flavor refs!

Exceptionally Ordinary Something-or-other: This something-or-other has a habit of somewhat normalizing the Pokemon that somehow manages to wear or use it or something like that. Nobody really knows, its just kind of really ordinary and regular and stuff.
Super Karate Black Belt: This black belt is extremely empowering, and instantly gives any Pokemon that wears it the fighting prowess of Jet Lee, Chuck Norris, Yip-man, and Sawk combined! "Be wary of flying feet and fists," it says on the genuine label.
Fairy Wings: Though these wings may just look like they were ripped off of some five-year old's Halloween costume, they are genuine fairy wings. Easily super-glued on to even the most resistant of Pokemon, it grants them the ability to soar around like the average flying-type.
Hive Mind: A small and insectoid brain in a jar, the trainer applies this item by deftly lobotomizing their Pokemon and replacing their frontal lobes with this. The Pokemon is then conquered by a strange alien hive race, and begins acting far more buggy than usual.
Rotten Flower: With on whiff of this disgusting flower, any Pokemon becomes capable of spewing out toxic, poisonous goop like no other. It really is that disgusting. Trainers are suggested to wear gas masks around this item.
Prickly Rose: To apply the powers of this item, the trainer simply slaps their Pokemon silly with it. Eventually, the thorny flower will cause a puncture wound, and its grassy juices with enter the Pokemon's bloodstream. Often, the Pokemon will have a habit of lying around inactively in the sun shortly after being Roseified. Studies are inconclusive on whether this is due to photosynthesis or blood loss.
Scuba Flippers: Just stick these finely-crafted flippers onto any Pokemon's feet, and they'll be swiftly swimming through any drizzle! Instantly gain access to water sources like never before! Note: not proven to work on Pokemon without feet; Mr.Heefloot suggests jamming the flippers on the Pokemon's head.
Torch: Light up your favorite pal, and voila! Instant fire-type!
Mad Scientist Goggles: Equip these stereotypical goggles to a Pokemon, and watch as their fur/hair/scales/shield-faces becomes instantly frazzled by electricity! Soon, they'll be conducting dangerous experiments with Frankensteins and Tesla coils! They grow up so fast...
Refrigerator: Often used in haikus, fridges apparently have another use! Stick this smaller version on top of a Pokemon's head, and they'll be calling Blizzards down upon the battle. It's a wonder what a little bit of chilled ice can do for someone!
Bastiodon Skeleton: Unfortunately, not all Bastiodon fossils were in a good enough condition to resurrect. So, Mr.Heefloot hoarded them, and will gladly preform a rough full skeleton transplant with any brave Pokemon. The sturdy bones of the tough Bastiodon imbue the the patient with rock-hard skin.
Model Train (1:2 scale): When a Pokemon conducts this half-size train, they barely even need their own powers anymore! Honestly, do they really need to use wimpy Pokemon moves when they can just crush their opponent beneath a steel train?
Shovel: As Diglett and Dugtrio show, all you need to be a ground-type is live halfway underground! The shovel makes this unusually tough change much easier.
Gypsy Tent: A Pokemon walks into this gypsy tent a simple Pokemon, and out comes a mystical psychic mind-reader, fully equipped with spoons, crystal globes, and tarot reading skills.
Rusty Ghostbuster: Even Mr.Heefloot doesn't know he managed to acquire this antique, but he does know how it works. Just give it a little kick, and out comes a wicked ghost, eager to posses the nearest Pokemon!
Ominous Hood: When hiding behind this dark, shrouded hood, a Pokemon seems to become evil and wicked, no matter how nice it usually is. It just seems to bring out the worst in everyone. Extended exposure is not suggested.
Master Ball: Everybody knows that legendary dragons belong in Master Balls! So, Mr.Heefloot will gladly allow your Pokemon to sit in this legendary pokeball for a couple minutes, giving them the power of the dragons that used to call it home! Note: Mr.Heefloot does not guarantee the release of your Pokemon, especially if they are a well-trained strongmon.


Someoneelse's Pokemon:

Marshtomp* [Flood] (M)
Nature: Adamant
Type:
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 Attack Power 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, 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: 100
Atk: Rank 4+
Def: Rank 3
SpA: Rank 1-
SpD: Rank 3
Spe: 50
Size Class: 2
Weight Class: 3
Base Rank Total: 16

EC: 6/9
MC: 1
DC: 5/5

Attacks:
Tackle*
Growl*
Mud Slap*
Water Gun*
Bide*
Mud Shot
Foresight*
Mud Sport*
Mud Bomb
Take Down
Whirlpool
Muddy Water
Protect
Hydro Pump
Earthquake
Endeavor

AncientPower
Avalanche*
Bite*
Counter
Curse
Double-Edge*
Ice Ball
Mirror Coat
Refresh
Sludge
Stomp
Uproar
Wide Guard
Yawn

Aqua Tail
Body Slam
Defense Curl
DynamicPunch
Earth Power
Headbutt
Ice Punch
Icy Wind
Low Kick
Mega Kick
Mega Punch
Mimic
Rollout
Snore
Superpower
Water Pledge

Water Pulse (PG)
Toxic
Hail
Hidden Power
Ice Beam
Blizzard
Rain Dance
Frustration
Iron Tail (PG)
Return
Dig*
Double Team
Sludge Wave
Rock Tomb
Facade
Secret Power (PG)
Rest
Attract
Endure (PG)
Stealth Rock (PG)
Captivate (PG)
Round
Echoed Voice
Fling
Bulldoze
Scald
Rock Slide*
Sleep Talk (PG)
Natural Gift (PG)
Swagger
Substitute
Surf
Strength
Rock Smash
Waterfall*
Dive


Rotom [Plasma] (N)
Nature: Modest (+SAtk, -Atk)

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.

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:
Levitate:
Innate
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.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 91
Size Class: 1 (0.3m)
Weight Class: 1 (0.3kg)
Base Rank Total: 16

Cut
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 2 (1.3m)
Weight Class: 3 (25.3 kg)
Base Rank Total: 20

Fridge
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 4 (2.3m)
Weight Class: 5 (100.03kg)
Base Rank Total: 20

Heat
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 2 (1.3m)
Weight Class: 3 (25.3kg)
Base Rank Total: 20

Spin
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 1 (0.8m)
Weight Class: 2 (10.3kg)
Base Rank Total: 20

Wash
HP: 90
Atk: Rank 2 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 4
Spe: 86
Size Class: 3 (1.8m)
Weight Class: 4 (50.3kg)
Base Rank Total: 20


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

Attacks:
Trick
Astonish
Thunder Wave
Thundershock
Confuse Ray
Uproar
Double Team
Shock Wave
Ominous Wind
Substitute
Electro Ball
Hex
Charge
Discharge

Thundershock / Overheat / Blizzard / Hydro Pump / Leaf Storm / Air Slash

Dark Pulse
Electroweb
Mud-Slap
Pain Split
Signal Beam
Snore
Spite
Sucker Punch
Swift

Toxic
Hidden Power
Sunny Day
Light Screen
Protect
Rain Dance
Telekinesis
Frustration
Thunderbolt
Thunder
Return
Shadow Ball
Reflect
Facade
Secret Power (PG)
Rest
Thief
Round
Charge Beam
Endure (PG)
Will-O-Wisp
Flash
Volt Switch
Psych Up
Sleep Talk (PG)
Natural Gift (PG)
Dream Eater
Swagger


Yoshinite's Pokemon:

Name: Haunter [Hehehe] (M)
Nature: Rash (+SpA -SpD)

Type:Ghost/Poison
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.
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:
Levitate: Type: Innate 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: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 95
Size Class: 3
Weight Class: 1
Base Rank Total: 15

EC 6/9
MC 0

Moves:
Lick*
Confuse Ray*
Night Shade*
Hypnosis*
Spite*
Mean Look*
Curse*
Sucker Punch*
Shadow Punch

Toxic*
Venoshock*
Dream Eater*
Taunt

Clear Smog*
Disable*
Perish Song*


Name: Necturna [Sacred Fire] (F)
Nature: Naughty (+Atk -SpD)

Type: Ghost/Grass
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.
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:

Anticipation: 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 LOCKED): 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.

HP: 90
Atk: Rank 6 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 4 (-)
Spe: 81
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC 6/6
MC 0
DC 1/5

Moves:
Leer
Vine Whip
Ominous Wind
Shadow Sneak
Toxic Spikes
Will-O-Wisp
Hex
Poison Fang
Thunder Fang
Super Fang


Toxic
Shadow Ball
Energy Ball

Leaf Storm
Sketch
Nightmare
Leaf Blade


1. Yoshinite sends out pokes, chooses items and abilities
2. Someoneelse sends out pokes, chooses items and ablilities, and generically orders
3. Yoshinite ghostily orders
4. I coolly (and newbie-ly) ref
5. Somebody corrects my newbie calcs
6. ???
7. Profit!
 

Someoneelse

Why am I here?
#5
Is two subs + KO subs good?
Rotom will have its oven and a train as well (possessed oven train).
Marshtomp will have its own train, along with an Amulet coin.

Rotom: Will-O-Wisp (Haunter)> Hex (Haunter) > Shadow Ball (Haunter)
If Will-O-Wisp misses A1, use Dark Pulse (Haunter) A2
If Haunter uses Taunt (Rotom) A1, use Shadow Ball (Haunter) that action.
If Haunter faints, redirect to Necturna.

Marshtomp: Avalanche (Haunter) > Mud-Slap (Haunter) > Avalanche (Haunter)
If Necturna uses a Grass-type damaging attack and you did not use Protect last action, use Protect that action.
If Haunter faints, redirect to Necturna.
 
#6
Sure.
Haunter: Will-O'Wisp (Marshstomp), Will-O-Wisp (Rotom), Perish Song
IF WoW misses A2, use it A3
Necturna: Shadow Ball Rotom, Hex+Hex Rotom, Cooldown
IF Rotom is not burned at the time of your hex+hex Shadow Ball Rotom and push actions back.
 
#7
Pre-round Summary:
Someoneelse's team:

Rotom-H~~Marshtomp
Items:Oven, Model Train~~Items: Amulet Coin, Model Train
90 HP~~100 HP
100En~~100En
2/4/5/4/86~~4/3/1/3/55
Status: None~~Status: None
Boosts/Drops: None~~Boosts/Drops: None
Other:~~Other:

Yoshinite's team:

Haunter~~Necturna
Items: Master Ball~~Items: Model Train
90 HP~~90 HP
100En~~100En
2/2/5/1/95~~6/4/3/4/81
Status: None~~Status: None
Boosts/Drops: None~~Boosts/Drops: None
Other:~~Other:​

Maths:
Round 1:
Haunter used Will-o-wisp (Marshtomp)!
Hit (6495/7500): Yes
-7 en
Marshtomp was burned!

Rotom-H used Will-o-wisp (Haunter)!
Hit (9312/7500): No
The attack missed!
-6 en

Necturna used Shadow Ball (Rotom-H)!
Crit (4310/625): No
Effect (9320/2000): No
-5 en
(8+3+3+4.5-4.5)*0.67 = 9 damage
It's not very effective...

Marshtomp used Avalanche (Haunter)!
Crit (4587/625): No
-8 en
(6+6-3-3)*1.5 = 9 damage

Marshtomp is hurt by its burn! (-2 HP)

Round 2:
Haunter used Will-o-wisp(Rotom-H)!
Hit (5389/7500): Yes
-11 en
But it failed!

Rotom-H used Dark Pulse(Haunter)!
Crit (9670/625): No
-6 en
(8+7.5-1.5)*1.5 = 21 damage

It's super effective!

Necturna used Shadow Ball (Rotom-H)!
Crit (2601/625): No
Effect (8010/2000): No
-9 en
(8+3+3+4.5-4.5)*0.67 = 9 damage
It's not very effective...

Marshtomp used Mud-Slap (Haunter)!
Crit (9892/625): No
-2 en
(4+3+6-3-3)*1.5 = 11 damage
It's super effective!
Haunter's accuracy fell! (-1 Acc)

Marshtomp is hurt by its burn! (-2 HP)

Round 3:

Rotom-H used Shadow Ball (Haunter)!
Crit (7283/625): No
Effect (1416/2000): Yes
-6 en
(8+7.5-1.5)*1.5 = 21 damage
It's super effective!
Haunter's Special Defense fell! (-1 SpDef)

Necturna used Shadow Ball (Rotom-H)!
Crit (3313/625): No
Effect (4301/2000): No
-13 en
(8+3+3+4.5-4.5)*0.67 = 9 damage
It's not very effective...

Marshtomp used Avalanche (Haunter)!
Crit (430): Yes!
-8 en
(6+3+6-3)*1.5 = 18 damage
Critical hit!

Haunter used Perish Song!
All pokemon will faint in 3 rounds!
-15 en

Marshtomp is hurt by its burn! (-2 HP)

Haunter's Perish song count decreased to 3!
Necturna's Perish song count decreased to 3!
Rotom-H's Perish song count decreased to 3!
Marshtomp's Perish song count decreased to 3!


End of Round Summary:
Someoneelse's team:

Rotom-H~~Marshtomp
Items:Oven, Model Train~~Items: Amulet Coin, Model Train
63 HP~~94 HP
83 En~~82 En
2/4/5/4/86~~4/3/1/3/55
Status: None~~Status: Burned
Boosts/Drops: None~~Boosts/Drops: None
Other: Perish song count 3~~Other: Perish song count 3


Yoshinite's team:

Haunter~~Necturna
Items:Master Ball~~Items: Model Train
10 HP~~90 HP
67 En~~63 En
2/2/5/1/95~~6/4/3/4/81
Status: None~~Status: None
Boosts/Drops: -1 SpDef, -1 Accuracy~~Boosts/Drops: None
Other: Perish song count 3~~Other: Perish song count 3​


Somebody corrects my calcs
Yoshinite orders
Someoneelse orders
I ref


P.S. The format's not too good, but I hope it's enough
P.S.S. Why is reffing doubles so hard Q_Q

EDIT: Fixed all of the mistakes that SE pointed out.
 

Someoneelse

Why am I here?
#8
Corrections:
-You forgot to make Rotom's Shadow Ball SE A3
-Necturna should have used Shadow Ball rather than Hex+Hex on Rotom A3
-For Marshtomp's second Avalanche it has R4 Attack also, not R1 Attack

Apart from that it's fine
Also, screw misses.
 

Someoneelse

Why am I here?
#10
Also, I forgot this, but crits negate all negative stat effects, including burn. This is towards Marshtomp's crit A3.
This doesn't affect it, but Perish Song has -1 Priority
 
#11
Necturna-Leaf Bladex3 (Marshtomp)
Haunter
Hypnosis-Dream Eater-Dream Eater (Marshstonp)
IF Marshtomp is not asleep at the time of dream eater Hyphosis and push actions back
 

Someoneelse

Why am I here?
#12
Rotom: Dark Pulse (Haunter) > Will-O-Wisp (Necturna) > Hex (Necturna)
If Will-O-Wisp misses A2, use Will-O-Wisp (Necturna) A3
Marshtomp: Protect (Self) > Bide > Hold
 
#13
Pre-Round Summary:
Someoneelse's team:

Rotom-H~~Marshtomp
Items:Oven, Model Train~~Items: Amulet Coin, Model Train
63 HP~~94 HP
83 En~~82 En
2/4/5/4/86~~4/3/1/3/55
Status: None~~Status: Burned
Boosts/Drops: None~~Boosts/Drops: None
Other: Perish song count 3~~Other: Perish song count 3


Yoshinite's team:

Haunter~~Necturna
Items:Master Ball~~Items: Model Train
10 HP~~90 HP
67 En~~63 En
2/2/5/1/95~~6/4/3/4/81
Status: None~~Status: None
Boosts/Drops: -1 SpDef, -1 Accuracy~~Boosts/Drops: None
Other: Perish song count 3~~Other: Perish song count 3​

Maths:
Round 1:

Marshtomp used Protect!
-(7+36/2.5) = -21 en
Marshtomp protected itself!

Haunter used Hypnosis (Marshtomp)!
Hit (2718/6000): Yes
-7 en
Marshtomp protected itself!

Rotom-H used Dark Pulse (Haunter)!
Crit (1171/625): No
-6 en
(8+7.5-1.5)*1.5 = 21 damage
It's super effective!
Haunter fainted!

Necturna used Leaf Blade (Marshtomp)!
Crit (4310/1250): No
(9+3+8.5-4.5)*2.25 = 36 damage
-6 en
It's super effective!
Marshtomp protected itself!

Marshtomp is hurt by its burn! (-2 HP)

Round 2:

Marshtomp used Bide!

Rotom-H used Will-o-wisp (Necturna)!
Hit (1907/7500): Yes
-7 en
Necturna was burned!

Necturna used Leaf Blade (Marshtomp)!
Crit (4907/1250): No
-10 en
(9+3+8.5-4.5-3)*1.5 = 20 damage
It's super effective!

Marshtomp is hurt by its burn! (-2 HP)
Necturna is hurt by its burn! (-2 HP)

Round 3:

Marshtomp is storing energy!

Rotom-H used Hex (Necturna)!
Crit (8874/625): No
-7 en
(10+7.5-6) = 12 damage
It's super effective!

Necturna used Leaf Blade (Marshtomp)!
Crit (1268/1250): No
-14 en
(9+3+8.5-4.5-3)*1.5 = 20 damage
It's super effective!

Marshtomp is hurt by its burn! (-2 HP)
Necturna is hurt by its burn! (-2 HP)

Haunter's Perish song count decreased to 2!
Necturna's Perish song count decreased to 2!
Rotom-H's Perish song count decreased to 2!
Marshtomp's Perish song count decreased to 2!


End of Round Summary:
Someoneelse's team:

Rotom-H~~Marshtomp
Items:Oven, Model Train~~Items: Amulet Coin, Model Train
63 HP~~48 HP
63 En~~61 En
2/4/5/4/86~~4/3/1/3/55
Status: None~~Status: Burned
Boosts/Drops: None~~Boosts/Drops: None
Other: Perish song count 2~~Other: Perish song count 2


Yoshinite's team:

Haunter~~Necturna
Items:Master Ball~~Items: Model Train
FNT~~74 HP
FNT~~33 En
2/2/5/1/95~~6/4/3/4/81
Status: None~~Status: None
Boosts/Drops: FNT~~Boosts/Drops: None
Other: FNT~~Other: Perish song count 2​



Somebody corrects my calcs
Someoneelse orders
Yoshinite orders
I ref
 

Someoneelse

Why am I here?
#14
Rotom: Overheat + Overheat (Necturna) > Cooldown > Overheat (Necturna)
If Necturna uses a successful P/E move A1, Chill and push actions back.
Marshtomp: Release Bide > Earthquake > Earthquake
 
#16
Pre-Round Summary:
Someoneelse's team:

Rotom-H~~Marshtomp
Items:Oven, Model Train~~Items: Amulet Coin, Model Train
63 HP~~48 HP
63 En~~61 En
2/4/5/4/86~~4/3/1/3/55
Status: None~~Status: Burned
Boosts/Drops: None~~Boosts/Drops: None
Other: Perish song count 2~~Other: Perish song count 2


Yoshinite's team:

Haunter~~Necturna
Items:Master Ball~~Items: Model Train
FNT~~74 HP
FNT~~33 En
2/2/5/1/95~~6/4/3/4/81
Status: None~~Status: None
Boosts/Drops: FNT~~Boosts/Drops: None
Other: FNT~~Other: Perish song count 2​

Maths:
Round 1:

Marshtomp released Bide!
-(6+70/2) = -41 en
-(40*1.75)= 70 damage

Necturna used Chill!
+12 en

Rotom-H used Overheat combo (Necturna)!
Crit (5702/625): No
Hit: (5394/9000): Yes
-(10+14)*1.75 = -41 en
(14*2.25+3+7.5-6)*2.25 = 81 damage (!!!!!)
It's super effective!
Rotom-H's Special Attack super sharply fell!
Necturna fainted!



End of Round Summary:
Someoneelse's team:

Rotom-H~~Marshtomp
Items:Oven, Model Train~~Items: Amulet Coin, Model Train
63 HP~~48 HP
22 En~~20 En
2/4/5/4/86~~4/3/1/3/55
Status: None~~Status: Burned
Boosts/Drops: None~~Boosts/Drops: None
Other: Perish song count 2~~Other: Perish song count 2


Yoshinite's team:

Haunter~~Necturna
Items:Master Ball~~Items: Model Train
FNT~~FNT
FNT~~FNT
2/2/5/1/95~~6/4/3/4/81
Status: None~~Status: None
Boosts/Drops: FNT~~Boosts/Drops: FNT
Other: FNT~~Other:FNT​


IceSpade: 4 UC
Someoneelse: 2 CC
Yoshinite: 1 CC
Rotom-H: 2 KOC
Marshtomp, Haunter: 1 EC
Necturna: 1 DC
Rotom-H, Necturna, Marshtomp, Haunter: 2 MC


If there are still problems with the calcs or rewards, just tell me.
 
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