Battling 101: Stary02939 vs Tutor tavok

Tavok4.png

"Hi there, Stary, and welcome to Battling 101! During this battle, I'll do my best to explain to you the way ASB works. I'll start by explaining the current post.

In the OP of a battle, you'll find the rules of the encounter which are as follows:"


THE RULES
- 2v2 Singles
- DQ: 48h (The DQ of the pupil is by the discretion of the Tutor. If the Pupil asks for the DQ of the Tutor, the Manager of the Program should assign someone to replace them asap).
- 2 Recoveries, 5 Chills per mon
- One Substitution per pokemon excluding KO Substitutions.
- One Mega Evolution
- Switch = OK
- Abilities = ALL
- Items = OFF
- Arena: ASB Tournament Arena

Tavok4.png

"Ok, let's take a look at what these mean.

The first one, format, is obvious: it mentions how many Pokémon may be used be each side, and if the battle will be singles, doubles, triples or a brawl.

Then, we have the DQ: the time someone has before being disqualified. Normaly, a DQ warning is given when someone exceeds the DQ time, and people tend to DQ after 1 or 2 DQ warnings. Or when they get tired of reminding the other person to post.

The amount of recoveries allowed indicates how many times you can use a recovery move. The data about which moves qualify as recovery moves can be found in the handbook. Each subsequent use will result in your Pokémon using Struggle instead. The same applies for Chill, which is a command that allows your Pokémon to recover 12 EN.

The amount of substitutions allowed. This can be set as the amount of substitutions allowed per Pokémon or per team in multiples format.

The amount of Mega Evolutions allowed. Unlike in game, this can be set to be higher to 1, or none at all.

The switch mechanics... are better explained by the handbook. In short, Switch=OK means you can switch your Pokémon out, while Switch=KO means doing so KOes your Pokémon. Some moves work differently depending on the switch mechanics chosen, particularly self-switching and phazing moves.

Abilities tell how many abilities are allowed to each Pokémon. Most battles in ASB are Abilities=All, meaning a Pokémon has all its abilities active at a time (as long as they are unlocked), but a number can be specified (including no abilities).

Items = OFF means no items may be equipped; ON means any item may be equipped; and Training means that only Training Items (such as your Exp. Share, Amulet Coin and Lucky Egg), whose only function is to allow the user to get more counters, can be equipped.

Finally, the arena: the ASB Arena has no effects over the battle, but depending on the arena you are fighting in anything can happen. Check the Arena Compendium in the Network Center to check out some cool arenas.

. . .

Ok, now that we got that out of the way, let's take a look at the teams:
"
Stary02939
Chimchar [Cheeky] [M]
390Chimchar.png
Type: Fire

Abilities: Blaze / Iron Fist (H)

Nature: Hasty (+Spe, +17% Accuracy, -Def)

Stats:
HP: 90
Atk: 2
Def: 1-
SpA: 2
SpD:2
Spe:71+
Size Class: 1
Weight Class: 1
Base Rank Total: 13


Moves:

Scratch
Leer
Ember
Taunt
Fury Swipes
Flame Wheel
Nasty Plot
Torment
Fake Out
Thunder Punch
Encore
Counter
Heat Wave
Will-o-Wisp
Dig
Protect
Shadow Claw
Power-Up Punch
Azurill [Blubber] [F]
298Azurill.png
Type: Normal/Fairy

Abilities: Huge Power / Thick Fat / Sap Sipper (H)

Nature: Adamant (+Atk, - SpA)

Stats:
HP: 90
Atk: 2+ (3 Huge Power)
Def: 2
SpA: 0-
SpD: 2
Spe:20
Size Class: 1
Weight Class: 1
Base Rank Total: 9 (10 with Huge Power)

Moves:
Splash
Water Gun
Tail Whip
Water Sport
Bubble
Charm
BubbleBeam
Slam
Bounce
Helping Hand
Body Slam
Encore
Tickle
Soak
Refresh
Protect
Waterfall
Double Team
Facade
Toxic
Bronzor [FacePlate]
436Bronzor.png
Type: Psychic/Steel

Abilities: Levitate / Heatproof / Heavy Metal (H)

Nature: Quiet (+SpA, -Spe, -10% Evasion)

Stats:
HP: 90
Atk: 1
Def: 3
SpA: 2-
SpD: 3
Spe: 20-
Size Class: 1
Weight Class: 4
Base Rank Total: 11


Moves:
Tackle
Confusion
Hypnosis
Imprison
Confuse Ray
Psywave
Iron Defense
Feint Attack
Safeguard
Extrasensory
Protect
Trick Room
Flash Cannon
Earthquake
Shadow Ball
Signal Beam
Ancient Power
Stealth Rock
Snore
Gravity
tavok
7.png

Squirtle (Squirtle (M))
Nature: Quiet (+SpA, -Spe, -10% evasion)

Type:

- Water: Water STAB; Ignores arena restrictions on Water attacks that require an external water source. Evasive Diving reduced from 6 per action Energy Cost to 5 per action.

Abilities:

- Torrent (Passive): 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 11 to 13)

- Rain Dish (Passive) (LOCKED): This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 37 (-) (-10% evasion)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

EC: 0/9
MC: 0
AC: 0/5
KOC: 0



Moves (19/??):

- Aqua Jet
- Aura Sphere
- Bite
- Bubble
- Dive
- Dragon Pulse
- Fake Out
- Ice Beam
- Mirror Coat
- Protect
- Rapid Spin
- Scald
- Substitute
- Tackle
- Tail Whip
- Toxic
- Water Gun
- Water Pulse
- Withdraw
Monohm.png

Monohm (Monohm (M))
Nature: Modest (+SpA, -Atk)

Type:

- Electric: Electric STAB; immune to paralysis status

- Dragon: Dragon STAB; -1 BAP on incoming neutral attacks Dragon itself would resist (e.g. -1 BAP on Aqua Jet against Garchomp.) Unable to have Thrash or Outrage disrupted by oncoming damage.

Abilities:

- Shield Dust (Passive): This Pokemon has dust covering the outside of its body that reduces the Effect Chance of incoming attacks to 0%. This prevents such things as Burns from Flamethrower from occuring.

- Static (Passive): This Pokemon's body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.

- Overcoat (Passive) (LOCKED): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. The Pokemon is also immune to "Powder" moves. (Full List: Cotton Spore, Poison Powder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore.) If the Pokemon is already immune to at least one (1) kind of weather, or powder attacks by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 60
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 0/9
MC: 0
AC: 0/5
KOC: 0



Moves (18/??):

- Charge
- Dragon Rage
- Electric Terrain
- Flamethrower
- Growl
- Heal Bell
- Hydro Pump
- Magnet Rise
- Power Gem
- Protect
- Rain Dance
- Sonic Boom
- Tackle
- Thunderbolt
- Thunder Shock
- Torment
- Toxic
- Twister
Tavok4.png

"Here you can take a look at the mons that will be used in the battle. Just like you did, you can always send up to 3 Pokémon in a battle whre only 1 or 2 will be used unless specified otherwise. In battles where more than 3 Pokémon will be used, you can only send that amount.

The profiles that are found in the OP are the ones that will be used in the battle: even if you get more moves for your Pokémon after the battle started, you may only use the ones found in the profiles posted in the OP. Also, you may only equip items you had when the battle started.

Ok, having said all that (I hope it wasn't too much, sorry for all the blabering), the only thing left to see is the turn order.

The challenger (that is, the person who was looking for a battle) sends out first, while the acceptor (the person who took the battle) sends out second and orders first. The challenger the orders and the ref gets to work. This is how it goes unless it is specified otherwise in the rules. As you are the challenger, you may send out first."

Stary02939 sends out a Pokémon.
I send out a Pokémon and give orders.
Stary02939 gives orders.
I ref.
 
Okay, so I'm just going to think out loud. Cheeky has a terrible matchup against Squirtle, what with priority Aqua Jet ... but he outspeeds, which neither Blubber nor FacePlate can do ... but he can't touch Monohm after Magnet Rise and takes way too much from Squirtle. And since I can't think of what exactly Blubber would do aside from Tickle and Slam, I'm going to go with:

FacePlate the Bronzor
 
Tavok4.png


"Not a bad choice at all. When sending out first, you want to send something that either has a good or at least neutral matchup against your opponent's Pokémon, or that is tricky enough that you can take advantage of second order to take little damage, cripple and/or get a better matchup. As resident Fire Gym Leader Frosty (yes, we know, what an ironic name) once said:

On singles its all match-ups, match-ups and match-ups
"

Thunderbolt - Hydro Pump - Thunderbolt
- IF Earthquake AND Gravity isn't up AND you are faster AND Trick Room is not up THEN Magnet Rise and restart queue.

What this sub means is that Monohm will replace its current action with Magnet Rise if Bronzor is ordered to use EQ and neither Gravity or Trick Room is up and Monohm is faster. If any of these conditions are not met, then the sub will not activate.

Afterwards, it will "restart queue", which means it will start its main actions set again (Thunderbolt - Hydro Pump - Thunderbolt).​
 
My first thought was, I can't outdamage. And the energy difference won't mean enough. Earthquake and Extrasensory/Flash Cannon do the same amount of damage, so there's no point in using Gravity. And why the hell didn't I put toxic on my bronzor?
OK, next idea, set up Trick Room, do a little damage, and then send in Azurill ... ok, that looks vaguely like it might be a good idea, it's not like I'm going to need Chimchar in a battle against a Monohm and a Squirtle.

And I need to go eat dinner now, so while this may or may not be a terrible idea lets go with:

Protect - Trick Room - Extrasensory
 
Hey, look, a Quiet Bronzor! You don't see those often!

ROUND 1
Stary02939

bronzor.gif


FacePlate the Bronzor (-)
HP:
90
EN: 100
Stats: 1/3/2/3/20
Size and Weight: 1/3
Abilities: Levitate / Heat Proof
Item: Nothing
Status: Healthy
Other: -10% eva
tavok
Monohm.png

Monohm (M)
HP:
90
EN: 100
Stats: 1/3/4/2/60
Size and Weight: 1/2
Abilities: Shield Dust / Static
Item: Nothing
Status: Healthy
Other: Nothing​
Field:
Nothing

Tavok4.png


"You made calcs! I'm so proud :')

That means I can skip what I think is the most important lesson of ASB: make calcs. Since, as AOPSUser once said (yes, do expect me to quote people a lot. It is fun):

"Make your calcs diligently. [...] ASB may well stand for Algebra Style Battling."

Anyway, you lost the damage race, but now you are... faster? Whatever, you get the point.

Also, remember that Dmg is rounded at the end of the round, not action. Something to have in mind.

Also also, remember Electric resists Steel, so Flash Cannon would not have dealt the same damage as Extrasensory."
Action 1
FacePlate used Protect!
FacePlate is protecting itself!
-7 EN

Monohm used Thunderbolt!
FacePlate protected itself!
(9 + 3 + 6 - 4.5) / 2.5 = 5.4 EN (FacePlate)
-6 EN

Action 2
Monohm used Hydro Pump!
Hit (<= 9000) = 6990: YES
Crit (<= 625) = 888: NO
(11 + 6 - 4.5) = 12.5 Dmg
-8 EN

FacePlate used Trick Room!
The dimensions have been twisted!
-9 EN

Action 3
FacePlate used Extrasensory!
Crit (<= 625) = 8761: NO
(8 + 3 + 3 - 3) = 11 Dmg
-5 EN

Monohm used Thunderbolt!
Crit (<= 625) = 5722: NO
(9 + 3 + 6 - 4.5) = 13.5 Dmg
Paralysis (<= 1000) = 8679: NO
-6 EN

Totals:
FacePlate: -26 HP, -26 EN (26.4)
Monohm: -11 HP, -20 EN
Stary02939

bronzor.gif


FacePlate the Bronzor (-)
HP:
64
EN: 74
Stats: 1/3/2/3/20
Size and Weight: 1/3
Abilities: Levitate / Heat Proof
Item: Nothing
Status: Healthy
Other: -10% eva +10% Acc and Dodge (Trick Room)
tavok
Monohm.png

Monohm (M)
HP:
79
EN: 80
Stats: 1/3/4/2/60
Size and Weight: 1/2
Abilities: Shield Dust / Static
Item: Nothing
Status: Healthy
Other: Nothing​
Field:
Trick Room (3 Rounds)

HOW THINGS WILL HAPPEN
Stary02939 issues orders.
I issue orders.
I ref.​
 
"To switch or not to switch - that is the question. Whether 'tis nobler in the mind to suffer repeated loss of the damage race, or switch to Azurill, and by attacking end it. To die, to faint, perchance to get haxed ..."
"Okay, lemme check the type chart ... (I thought I knew it, but I've apparently never once noticed that electric resists steel since first picking up Pokemon Pearl on a yellow schoolbus eight friggin' years ago) ... yep, unless I get really unlucky this should work. And also, while I'm 90% sure I understand how switching works, if I'm wrong, now's the time to find out"

"FacePlate, switch out! Blubber the Azurill, in!"

Counterswitch?​
 
Body Slam - Slam - Body Slam
IF damaging electric type move THEN Bounce and restart orders (is that how you say it? I mean initiate body slam - slam - body slam the following action). Do not activate on consecutive turns

Also, normal STAB says "+1 BAP on attacks that match dominant arena type." What type is that for ASB Arena?

Also also, not that it matters, but Bronzor's weight is 4, not 3
 
Thunderbolt - Torment - Electric Terrain

I'll be back to ref this once I'm done approving :)
 
Last edited:
ROUND 2
Stary02939

azurill.gif

Blubber the Azurill (-)
HP:
90
EN: 100
Stats: 2 [3]/2/0/2/20
Size and Weight: 1/1
Abilities: Huge Power / Thick Fat
Item: Nothing
Status: Healthy
Other: Nothing
bronzor.gif


FacePlate the Bronzor (-)
HP:
64
EN: 74
Stats: 1/3/2/3/20
Size and Weight: 1/4
Abilities: Levitate / Heat Proof
Item: Nothing
Status: Healthy
Other: -10% eva
tavok
Monohm.png

Monohm (M)
HP:
79
EN: 80
Stats: 1/3/4/2/60
Size and Weight: 1/2
Abilities: Shield Dust / Static
Item: Nothing
Status: Healthy
Other: Nothing​
Field:
Trick Room (3 Rounds)

Tavok4.png


"Guess who forgot Trick Room is up?

Anyway, that sub was well done: you made sure not to do it thrice in a row and that way you wouldn't spend that much EN, and you also would not be affected by Torment this round. However, there's one little weakness in your sub I was going to take advantage of before I forgot about Trick Room: combos. Any combo that has no priority moves in it will have its priority lowered, so they hit at -2 priority or lower. Therefore, they would hit after you land, dealing high damage yo you.

However, as I did not do that, it wasn't a bad round for you. Do have in mind that in ASB, Torment disallows you from using a move you used last action OR round, meaning that you won't be able to use Bounce, Body Slam or Slam.

Oh, ASB Arena's main type would probably be normal, but no one bothered to codify. So we'll take it as normal. And your sub is ok, but "restart queue" is used more."
Action 1
Blubber sprang up!

Monohm used Thunderbolt!
But it missed!
-10 EN

Blubber used Bounce!
Hit (<= 8500) = 6614: YES
Crit (<= 625) = 5221: NO
(8 + 4.5 - 4.5) * (2/3) = 5.333 Dmg
Static (<= 3000) = 7717: NO
-9.333 EN

Action 2
Blubber used Body Slam!
Crit (<= 625) = 4236: NO
(8 + 3 + 4.5 - 4.5) = 11 Dmg
Static (<= 3000) = 4801: NO
-4.333 EN

Monohm used Torment!
Blubber was tormented!
-10 EN

Action 3
Blubber used Slam!
Hit (<= 7500) = 1583: YES
Crit (<= 625) = 6497: NO
(8 + 3 + 4.5 - 4.5) = 11 Dmg
Static (<= 3000) = 9341: NO
-4 EN

Monohm used Electric Terrain!
-9 EN

Totals:
Blubber: -18 EN (17.666)
Monohm: -27 HP (27.333), -29 EN
Stary02939

azurill.gif

Blubber the Azurill (-)
HP:
90
EN: 82
Stats: 2 [3]/2/0/2/20
Size and Weight: 1/1
Abilities: Huge Power / Thick Fat
Item: Nothing
Status: Healthy
Other: Torment (4a)
bronzor.gif


FacePlate the Bronzor (-)
HP:
64
EN: 74
Stats: 1/3/2/3/20
Size and Weight: 1/4
Abilities: Levitate / Heat Proof
Item: Nothing
Status: Healthy
Other: -10% eva
tavok
Monohm.png

Monohm (M)
HP:
52
EN: 51
Stats: 1/3/4/2/60
Size and Weight: 1/2
Abilities: Shield Dust / Static
Item: Nothing
Status: Healthy
Other: Nothing​
Field:
Trick Room (2 Rounds)
Electric Terrain (3 Rounds)

HOW THINGS WILL HAPPEN
I issue orders.
Stary02939 issues orders.
I ref.​
 
Last edited:
Thunderbolt - Thunder Shock - Thunderbolt
- IF Encore AND you did not use a damaging electric type move last action THEN Protect and restart queue. Only do so once in a row.

BTW, the way you could make your sub better is by adding "AND not in a combo" after "damaging electric move".
 
Last edited:
Hey tavok I didn't see a Static check, and all three of my moves were contact. Also, just fyi, we're only allowed one substitution.

Also, thanks SO MUCH for mentioning combo priority - also since Bounce lands at -1 wouldn't a combo hit whether or not Trick Room was up?
 
Last edited:
Sorry, sister needed the computer so I did it in a hurry. Will fix tomorrow and VM you.

And yeah, for a combo to get lowered priority both moves have to have 0 or lower priority: it is often misread as the sum of the moves' priorities.
 
ROUND 3
Stary02939

azurill.gif

Blubber the Azurill (-)
HP:
90
EN: 82
Stats: 2 [3]/2/0/2/20
Size and Weight: 1/1
Abilities: Huge Power / Thick Fat
Item: Nothing
Status: Healthy
Other: Torment (4a)
bronzor.gif


FacePlate the Bronzor (-)
HP:
64
EN: 74
Stats: 1/3/2/3/20
Size and Weight: 1/4
Abilities: Levitate / Heat Proof
Item: Nothing
Status: Healthy
Other: -10% eva
tavok
Monohm.png

Monohm (M)
HP:
52
EN: 51
Stats: 1/3/4/2/60
Size and Weight: 1/2
Abilities: Shield Dust / Static
Item: Nothing
Status: Healthy
Other: Nothing​
Field:
Trick Room (2 Rounds)
Electric Terrain (3 Rounds)

Tavok4.png


"My sub would not activate due to the fact that I used "Not" in an attack clause ("And you did NOT use a damaging electric type move last action) and it can't be rewritten in a legal way.

Welcome to the world of sub legalities, the reason we are working on changing the current system.

Also, the reason paralysis was rolled for in A3's Thunderbolt is because paralysis is the only status that can be renewed to a higher level (check in the Handbook's FAQ/Obscure Rulings section)."
Action 1
Blubber used Facade!
Crit (<= 625) = 1136: NO
(7 + 3 + 4.5 - 4.5 + 1) = 11 Dmg
Static (<= 3000) = 3369: NO
-4 EN

Monohm used Thunderbolt!
Crit (<= 625) = 9806: NO
(9 + 3 + 6 - 3 + 3) = 18 Dmg
Paralysis (<= 1000) = 3201: NO
-6 EN

Action 2
Blubber used Waterfall!
Crit (<= 625) = 9922: NO
(8 + 4.5 - 4.5) * (2/3) = 5.333 Dmg
Static (<= 3000) = 1756: YES
Blubber was paralysed! (20%)
-6 EN

Monohm used Thunder Shock!
Crit (<= 625) = 3727: NO
(4 + 3 + 6 - 3 + 3) = 13 Dmg
-2 EN

Action 3
Parahax (<= 2000) = 127: YES
Blubber was fully paralysed!
Paraysis: 20% -> 10%

Monohm used Thunderbolt!
Crit (<= 625) = 6914: NO
(9 + 3 + 6 - 3 + 3) = 18 Dmg
Paralysis (<= 1000) = 3758: NO
-6 EN

Blubber's paralysis decayed! (10% -> 5%)

Totals:
Blubber: -49 HP, -10 EN
Monohm: -16 HP (16.333), -14 EN
Stary02939

azurill.gif

Blubber the Azurill (-)
HP:
41
EN: 72
Stats: 2 [3]/2/0/2/20 [5]
Size and Weight:
1/1
Abilities: Huge Power / Thick Fat
Item: Nothing
Status: Paralysed (5%)
Other: Torment (1a)
bronzor.gif


FacePlate the Bronzor (-)
HP:
64
EN: 74
Stats: 1/3/2/3/20
Size and Weight: 1/4
Abilities: Levitate / Heat Proof
Item: Nothing
Status: Healthy
Other: -10% eva
tavok
Monohm.png

Monohm (M)
HP:
36
EN: 37
Stats: 1/3/4/2/60
Size and Weight: 1/2
Abilities: Shield Dust / Static
Item: Nothing
Status: Healthy
Other: Nothing​
Field:
Trick Room (1 Round)
Electric Terrain (2 Rounds)

HOW THINGS WILL HAPPEN
Stary02939 issues orders.
I issue orders.
I ref.​
 
Last edited:
... Why was there a roll for Thunderbolt A3 but not for Thunder Shock A2?
And also, wouldn't Normal STAB mean an extra 1 BAP on Facade A1? Or am I totally misreading the handbook?
 
Regarding the first question, it's because Thunder Shock would not have renewed paralysis to a higher level (it was at 20%, Thundershock paralyses you at 15%).
Regarding the second one, because Normal STAB is one of those things everyone forgets, myself included. I have fixed it.
 
(If I ever go over DQ, do tag me and annoy me. School is being tough, so I sometimes forget what I'm up in. If you tag me, I'll post here ASAP the next time I go online).

Thunder Shock - Torment - Thunderbolt

Incoming reffing...
 
ROUND 4
Stary02939

azurill.gif

Blubber the Azurill (-)
HP:
41
EN: 72
Stats: 2 [3]/2/0/2/20 [5]
Size and Weight:
1/1
Abilities: Huge Power / Thick Fat
Item: Nothing
Status: Paralysed (5%)
Other: Torment (1a)
bronzor.gif


FacePlate the Bronzor (-)
HP:
64
EN: 74
Stats: 1/3/2/3/20
Size and Weight: 1/4
Abilities: Levitate / Heat Proof
Item: Nothing
Status: Healthy
Other: -10% eva
tavok
Monohm.png

Monohm (M)
HP:
36
EN: 37
Stats: 1/3/4/2/60
Size and Weight: 1/2
Abilities: Shield Dust / Static
Item: Nothing
Status: Healthy
Other: Nothing​
Field:
Trick Room (1 Round)
Electric Terrain (2 Rounds)

Tavok4.png


"Torment is a powerful move: along with Taunt and Imprison (and to a smaller extent, Disable) it can really limit your options. Always have an eye open for these moves.

Also, something you must know: Torment also stops same move combos from working. So if I had gone for Thunder Shock - Protect - Thunderbolt, Body Slam + Body Slam would have failed A1.

With that out of the way, ALWAYS order something in the cooldown option. Sometimes (like this one time) you may not be able to perform the combo, and you'll end up struggling the next action. If you do order something, you won't stand there dealing pathetic damage while receiving a ton of it."
Action 1
Parahax (<= 500) = 9854: NO
Blubber used Body Slam!
Crit (<= 625) = 6101: NO
(8 + 3 + 4.5 - 4.5 + 1) = 12 Dmg
Static (<= 3000) = 1542: YES
Blubber's paralysis was renewed! (5% -> 20%)
-4.333 EN

Monohm used Thunder Shock!
Crit (<= 625) = 8945: NO
(4 + 3 + 6 - 3 + 3) = 13 Dmg
Paralysis (<= 1000) = 1828: NO
-2 EN

Action 2
Parahax (<= 2000) = 8249: NO
Monohm used Torment!
Blubber was tormented!
-10 EN

Blubber was unable to move!

Action 3
Monohm used Thunderbolt!
Crit (<= 625) = 9165: NO
(9 + 3 + 6 - 3 + 3) = 18 Dmg
Paralysis (<= 1000) = 2178: NO
-6 EN

Parahax (<= 2000) = 3040
Blubber used Struggle!
Crit (<= 625) = 1055: NO
(5 + 4.5 - 4.5) = 5 Dmg
Recoil: 2 Dmg
-5 EN

Blubber's paralysis decayed! (20% -> 15%)

Trick Room faded!

Totals:
Blubber: -33 HP, -9 EN (9.333)
Monohm: -17 HP, -18 EN
Stary02939

azurill.gif

Blubber the Azurill (-)
HP:
8
EN: 63
Stats: 2 [3]/2/0/2/20 [5]
Size and Weight:
1/1
Abilities: Huge Power / Thick Fat
Item: Nothing
Status: Paralysed (15%)
Other: Torment (4a)
bronzor.gif


FacePlate the Bronzor (-)
HP:
64
EN: 74
Stats: 1/3/2/3/20
Size and Weight: 1/4
Abilities: Levitate / Heat Proof
Item: Nothing
Status: Healthy
Other: -10% eva
tavok
Monohm.png

Monohm (M)
HP:
19
EN: 19
Stats: 1/3/4/2/60
Size and Weight: 1/2
Abilities: Shield Dust / Static
Item: Nothing
Status: Healthy
Other: Nothing​
Field:
Electric Terrain (1 Round)

HOW THINGS WILL HAPPEN
I issue orders.
Stary02939 issues orders.
I ref.​
 
Thunder Shock - Thunderbolt - Thunder Shock
- IF succesfuly P/E THEN Chill and restart queue.
- IF Dodge THEN Chill and restart queue.
 
When you order something on the cooldown, is that a substitution or is it just an order that is overridden by the cooldown? Also, only one substitution not that it matters. Also, do chance clauses activate the following action or the same action? Also, just wondering, why no KO clauses? Also, does torment prevent bide?

have fun dying facade - slam - facade
 
ROUND 5
Stary02939

azurill.gif

Blubber the Azurill (-)
HP:
8
EN: 63
Stats: 2 [3]/2/0/2/20 [5]
Size and Weight:
1/1
Abilities: Huge Power / Thick Fat
Item: Nothing
Status: Paralysed (15%)
Other: Torment (4a)
bronzor.gif


FacePlate the Bronzor (-)
HP:
64
EN: 74
Stats: 1/3/2/3/20
Size and Weight: 1/4
Abilities: Levitate / Heat Proof
Item: Nothing
Status: Healthy
Other: -10% eva
tavok
Monohm.png

Monohm (M)
HP:
19
EN: 19
Stats: 1/3/4/2/60
Size and Weight: 1/2
Abilities: Shield Dust / Static
Item: Nothing
Status: Healthy
Other: Nothing​
Field:
Electric Terrain (1 Round)

Tavok4.png


"In order:
1.- It is an action that is overriden by cooldown.
2.- They activate the sub when the condition is fulfilled, but you can have them do something in that action or the next or the later. For example:
- IF you are paralysed THEN Charge.
- IF you are paralysed THEN Charge next action.

Just have in mind that when using chance subs, you have to use a move with a priority equal or lower to the move that is being replaced. For example, you can replace Thunderbolt with Heal Bell, but can't replace Fly with Extreme Speed.

3.- Because I was pretty sure there was absolutely no way for you to be KOed by something other than my attack, so I didn't really see the need. However, you can always add them to be sure.

4.- No, Torment doesn't stop Bide (unless you used it in the last round obv).'"
Action 1
Monohm used Thunder Shock!
Crit (<= 625) = doesn't matter
(4 + 3 + 6 - 3 + 3) = 13 Dmg
Blubber fainted!
-2 EN

Electric Terrain faded!

Totals:
Blubber: -8 HP (13, KO)
Monohm: -2 EN
Stary02939

azurill.gif

Blubber the Azurill (-)
HP:
KOed
EN: KOed
Stats: 2 [3]/2/0/2/20 [5]
Size and Weight:
1/1
Abilities: Huge Power / Thick Fat
Item: Nothing
Status: KOed
Other: Torment (3a)
bronzor.gif


FacePlate the Bronzor (-)
HP:
64
EN: 74
Stats: 1/3/2/3/20
Size and Weight: 1/4
Abilities: Levitate / Heat Proof
Item: Nothing
Status: Healthy
Other: -10% eva
tavok
Monohm.png

Monohm (M)
HP:
19
EN: 17
Stats: 1/3/4/2/60
Size and Weight: 1/2
Abilities: Shield Dust / Static
Item: Nothing
Status: Healthy
Other: Nothing​
Field:
Nothing

HOW THINGS WILL HAPPEN
Stary02939 sends out FacePlate (automatic) and issues orders.
I issue orders.
I ref.​
 
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