(BOR SEMIFINALS) Matezoide vs. Dummy007

Welcome everyone, to the semifinal round of the Best of the Rest Tournament! The seats are packed tonight folks, with people from all over gathering to see this exciting match! It even seems like some of the spectators from the Factory semifinals got bored and came over here, though I gotta be honest, with matches taking that long, I would to! Alright, that's enough banter, let's get to what you came to see tonight!

The Rules:

3v3 singles
ASB arena
Strict 3-day DQ (don't be Leethoof)
2 subs
8 recovers
20 chills
All abilities
Items = All
Switch=OK
1 Mega Evolution

And, here in the blue corner, we have the Brazilian Bomber, the DC Comics and My Little Pony aficionado! Give a round of applause, because her comes the one! The oooooonly.... MATEZOIIIIIIIDE!

<Primeape> [Steve] (Male)
Nature: Jolly (+14% accuracy)

Type: Fighting

Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw.


About: He is the very first pokemon Matezoide obtained and quickly became best friends after Matt selfishlessly risked his life against a pack of wild Houndour.
Steve is extremely strong, determined, honored and relatively docile Primeape, only feeling truly alive during a battle with a worth opponent (But cant control his anger if he feels the situation is....ridiculous), he cares very much about his trainer and team mates. As Matezoide's oldest pokemon and closest friend, Steve is considered to be the leader of his pokemon, and the one they can always trust for help regardless of the situation.



Abilities:
Vital Spirit (Passive):


This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage and energy/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. If a Pokemon with Vital Spirit also has Insomnia, its evasion is raised by one (1) stage permanently.


Anger Point (Passive):

When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0). Critical hits from self-targeting moves do not activate Anger Point.


Defiant (HIDDEN ABILITY UNLOCKED Passive):

The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.



Stats

HP: 100
Atk: Rank 4
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 110 (95 * 1,15)
Size Class: 2
Weight Class: 3
Base Rank Total: 17


EC: 6/6
MC: Max
AC: 5/5


Moves: - MAXED - 7 CC Bonus

Covet(*)
Scratch(*)
Low Kick(*)
Leer(*)
Focus Energy(*)
Fury Swipes(*)
Karate Chop(*)
Seismic Toss(*)
Screech(*)
Assurance(*)
Fling
Cross Chop
Punishment
Final Gambit
Swagger
Rage
Thrash


Dig(*)
Acrobatics(*)
Rock Slide(*)
Aerial Ace
Attract
Bide
Body Slam
Brick Break
Bulk Up
Bulldoze
Confide
Counter
Curse
Defense Curl
Double-Edge
Double Team
Dual Chop
Dynamic Punch
Earthquake
Endeavor
Endure
Facade
Fire Punch
Focus-Punch
Focus Blast
Foresight
Frustation
Giga Impact
Gunk Shot
Headbutt
Helping Hand
Hidden Power (Water)
Hone Claws
Hyper Beam
Ice Punch
Iron Tail
Low Sweep
Mega Kick
Mega Punch
Metronome
Mimic
Outrage
Overheat
Pay Day
Payback
Poison Jab
Power Up Punch
Protect
Psych Up
Rain Dance
Rest
Retaliate
Return
Revenge
Rock-Smash
Rock Tomb
Role Play
Round
Secret Power
Seed-Bomb
Skull Bash
Sleep Talk
Smack-Down
Snore
Spite
Stone Edge
Strength
Submission
Substitute
Sunny Day
Swift
Take Down
Taunt
Thief
Thunder
Thunder-Punch
Thunderbolt
Toxic
U-Turn
Uproar
Work Up



Close Combat(*)
Reversal(*)
Encore(*)
Beat Up
Captivate
Meditate
Mud-Slap
Night Slash
Natural Gift
Rock Climb
Smelling Salt
Vaccuum Wave



<Venusaur> [Ozzy] (M)
Nature: Naughty (+ Attack, - Sp.Def)

Type:

Grass: Grass STAB; immunity to Leech Seed, Worry Seed, and all "Powder" based attacks (Poisonpowder, Powder, Rage Powder, Sleep Powder, Spore, Stun Spore). Unable to have Petal Dance disrupted by oncoming damage. Ignores Arena restrictions on Grass attacks requiring an external grass source. Bloom Command.

Bloom Command: For the next six (6) actions, this Pokemon's "Grass," "Powder," and "Seed" status-moves will have fifteen (15) added points to their Base Accuracy (e.g. Grasswhistle goes from 55 Base Acc to 70 Base Acc). Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.

Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None



Poison: Poison STAB; immunity to Poison/Toxic status. Absorb Toxic Spikes on switch-in unless Flying-typed or using the ability Levitate. -- Accuracy when using Toxic, Poison Gas, or Poison Powder, hitting even during Dig, Fly, etc. Ignore Fog's accuracy reduction. Store Command.

Store Command: For the next six (6) actions, this Pokemon's moves will have their poison / toxic effect chance double. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.

Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None



About: Ozzy was , in fact, Matezoide's first pokemon, being kidnapped by a mysterious group, Matezoide and Ozzy met again on a circus that used stolen pokemon for the shows. After defeating the thieves, Ozzy chose to go with Matezoide again after all this time. He bears no grudge against Steve for ''taking his place''.

Abilites:

Overgrow (Passive):

When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)


Chlorophyll (HIDDEN ABILITY UNLOCKED Passive):

During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Thick Fat (Mega Evolution only, Passive):

This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire- and Ice-typed attacks to the next level of resistance.


Stats


Regular:

HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3 (-)
Spe: 80
Size Class: 4
Weight Class: 4
Base Rank Total: 20


Mega:

HP: 100
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 5
SpD: Rank 4 (-)
Spe: 80
Size Class: 5
Weight Class: 5
Base Rank Total: 25



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

Attacks

Tackle (*)
Growl (*)
Leech Seed (*)
Vine-Whip (*)
Poison Powder (*)
Sleep Powder (*)
Take Down (*)
Razor Leaf (*)
Sweet Scent (*)
Growth (*)
Seed Bomb
Double Edge
Worry Seed
Synthesis
Growth
Petal Dance


AncientPower
Bide
Bind
Bulldoze
Bullet Seed
Dig
Earthquake
Flash
Frenzy Plant
Giga Drain
Giga Impact
Hidden Power (Ice)
Hyper Beam
Knock Off
Light Screen
Protect
Reflect
Safeguard
Sludge Bomb
Solar Beam
String Shot
Substitute(*)
Sunny Day
Swagger
Outrage
Toxic
Venoshock(*)
Weather Ball


Endure (*)
Leaf Storm (*)
Skull Bash (*)
Power Whip
Ingraim
Charm



<Bronzong> (Zero)
Nature: Brave (+Attack, -Speed, -10% evasion)

Type: Steel/Psychic

Steel: Steel STAB; immune to Sandstorm damage, immune to Poison/Toxic status, but can be corroded specifically by Acid and Acid Spray, making them susceptible to Poison-type attacks and Poison/Toxic Status.

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.

About: A Bronzor met at the Iron Island, Zero always heard tales of the out-side world. Upon capture, the young Bronzor is extremely curious and courageous (If not reckless) to explore his new surroundings. Sadly, Zero also realised just how much better life would be if he had arms. The ability to punch and grabs things looks extremely interesting to him, but alas, it is not meant to be.
Or was it? On a random day, on a carnival, Zero got into a fight. Upon getting knocked down on a ''manly stuff'' stand, he accidentally drunk an entire bottle of Old-Spice, combined with Red Bull. As a result, the testosterone filled his body, and within seconds, not only did Zero evolve, but he also grew four arms! Armed (heh) with his new power, Zero couldnt be any happier!

Abilities:
Levitate (Passive):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
Heatproof (Passive):This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.
Heavy Metal (DW UNLOCKED, Passive): The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Stats

HP: 100
Atk: Rank 4 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 5
Spe: 28 (-)
Size Class: 3
Weight Class: 5 (8 with heavy metal)
Base Rank Total: 21

EC: 6/6
MC: 0
AC: 5/5

Attacks:

Tackle (*)
Confusion (*)
Hypnosis (*)
Imprison (*)
Confuse Ray (*)
Extrasensory (*)
Psywave (*)
Iron Defense (*)
Faint Attack (*)
Safeguard (*)
Heavy Slam
Future Sight
Payback
Heal Block


Double-Team
Earthquake (*)
Explosion
Endure
Flash Cannon
Giga Impact
Gravity (*)
Grass Knot
Gyro Ball (*)
Hidden Power Fire
Hyper Beam
Iron Head
Light Screen
Psyshock (*)
Protect
Psych Up
Reflect
Rest (*)
Rock-Slide (*)
Rock Polish
Shadow Ball
Signal Beam (*)
Sleep Talk (*)
Solarbeam
Stealth Rock (*)
Substitute
Toxic
Trick (*)
Trick-Room
Zen Headbutt


Aaaaaaaaand in the red corner, we have a man who took a long leave that ended right before the tournament and barely even made it in, but since then has become one of the top contenders to win! Give it up for Dummy007!

Salamence(*) [Draco] (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
Typing: Dragon/Flying
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.
Flying: Flying STAB; immunity to Ground attacks and the Arena Trap Ability except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Unaffected by Spikes or Toxic Spikes. when switching in. Able to hit Pokemon in the evasive stage of Bounce, Fly or Sky Drop with single target moves that hit Pokemon on the field regardless of position.

Abilities:
Intimidate:
When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents. (Trigger)
Activate Intimidate Command: Lowers all foes' Attack by one (1) stage. Only usable if a foe entered play this round.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Moxie (HA-Unlocked): This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round. (Passive)

Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 2(-)
SpA: Rank 4
SpD: Rank 3
Spe: 100
Size Class: 4
Weight Class: 5
Base Rank Total: 22

EC: 9/9
MC: 1
AC: 5/5

Attacks (43):
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)
Dragon Claw
Double-Edge
Protect
Fire Fang(*)
Thunder Fang(*)
Dragon Tail
Fly
Crunch
Dragon Breath
Zen Headbutt

Dragon Dance(*)
Dragon Pulse(*)
Hydro Pump(*)
Dragon Rush
Endure

Brick Break(*)
Fire Blast(*)
Rock Slide(*)
Draco Meteor
Hone Claws
Giga Impact
Double Team
Earthquake
Shadow Claw
Roar
Rest
Incinerate
Sleep Talk
Substitute

Roost
Aqua Tail
Heat Wave
Outrage
Tailwind
Mimic
Iron Tail
Defog


Colossoil(*) [Neville] (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
Typing: Dark/Ground
Dark: Dark STAB; ignores Attract and Confusion status entirely when using Dark-type damaging and non-damaging attacks.
Ground: Ground STAB; immune to Sandstorm. Ignores Arena restrictions on Dig and Seismic Attacks for Arenas in which any land mass exists, Evasive Digging reduced from 6 per action Energy Cost to 5 per action.

Abilities:
Rebound:
The Pokemon is able to bounce one layer of an entry hazard back from their side of the field to the other side with their immense strength and intuition. (Trigger)
Activate Rebound <hazard layer> Command: Removes a layer of hazards from the user's side of the field. Places a layer of the same type on the opponent's field. In battles with more than two teams, the user must target a team to Rebound to.
Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None
Guts: This Pokemon is tenacious and will work ever harder when under a status condition, raising the BAP of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn. (Passive)
Pressure (HA-Unlocked): This Pokemon's presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform. (Passive)

Stats:
HP: 120
Atk: Rank 6(+)
Def: Rank 2(-)
SpA: Rank 3
SpD: Rank 3
Spe: 95
Size Class: 5
Weight Class: 10
Base Rank Total: 22

EC: 6/6
MC: 1
AC: 5/5

Attacks (59):
Leer(*)
Tackle(*)
Rapid Spin(*)
Bubble Beam(*)
Pursuit(*)
Crunch
Dig
Peck(*)
Horn Attack(*)
Bite(*)
Magnitude(*)
Bounce
Megahorn
Body Slam(*)
Stockpile
Swallow
Horn Drill
Drill Run
Rototiller(*)

Sucker Punch(*)
Earth Power(*)
Water Spout(*)
Encore
Fake Out
Sand Tomb
Screech
Thunder Fang
Fire Fang
Mud Bomb
Mud Shot
Foul Play
Fissure

Earthquake(*)
Payback(*)
U-Turn(*)
Stone Edge
Taunt
Smack Down
Substitute
Bulldoze
Protect
Double Team
Dragon Tail
Return
Quash
Poison Jab
Embargo
Rest
Snarl
Sludge Bomb

Aqua Tail
Knock Off
Superpower
Snatch
Iron Tail
Dive
Dark Pulse
Endure
Sleep Talk


Volcarona(*) [Harry] (M)
Nature: Timid (Multiplies Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to [15]. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Attack)
Typing: Bug/Fire
Bug: Bug STAB; Adds an additional guaranteed attack on all multi-hit moves (does not include two-hit moves) with a total hit cap of five (5).
Fire: Fire STAB; immune to burn status. Brighten Command.
Brighten Command: For the next six (6) actions, all this Pokemon's attacks with have their accuracy increased by one stage. Type Exclusive commands can only be used by Pokemon that are naturally that type, and are still available if the Pokemon changes type.
Command Type: Type Exclusive | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Abilities:
Flame Body:
This Pokemon's external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent. (Passive)
Swarm (HA-Unlocked): When this Pokemon's HP is lower than 33% (flat), the BAP of its Bug-type attacks is increased by 2. (Passive)

Stats:
HP: 100
Atk: Rank 1(-)
Def: Rank 3
SpA: Rank 5
SpD: Rank 4
Spe: 115 (100*1.15)
Size Class: 3
Weight Class: 3
Base Rank Total: 22

EC: 6/6
MC: 1
AC: 5/5

Attacks (41):
Ember(*)
String Shot(*)
Leech Life(*)
Take Down(*)
Bug Buzz(*)
Flare Blitz(*)
Flame Charge
Gust(*)
Quiver Dance(*)
Hurricane(*)
Fiery Dance(*)
Whirlwind
Fire Spin
Amnesia(*)
Rage Powder(*)
Heat Wave(*)
Thrash(*)
Flame Wheel(*)

Magnet Rise(*)
Morning Sun(*)
Zen Headbutt(*)
Foresight
Endure

Sunny Day(*)
Solar Beam(*)
Flamethrower(*)
Psychic
Double Team
Toxic
Will-O-Wisp
Light Screen
Overheat
Substitute
Hidden Power [Ground 6]
Safeguard
Protect
Rest
Swagger
Roost

Giga Drain
Tailwind


And now for the all-important coin toss! Let's see what the contenders have to say!

<waterwarrior> matezoide
<Matezoide> Hai
<waterwarrior> dummy
<Matezoide> :>
<Matezoide> Dummy
<waterwarrior> first one to answer gets it:
<Dummy007> Howdy
<Matezoide> Best of luck man
<waterwarrior> HEADS OR TAILS
<Dummy007> SIDE
<Matezoide> Tails

The coin is flipped, and let's see where it lands!

RNG roll (for turn order, 1-5000 Heads, 5001-10000 Tails) 2225 =


And Dummy007 wins the coin toss! Let's get this party started, people!

Dummy007 sends out and equips
Matezoide sends out, equips, and orders
Dummy007 orders
I ref!
 


The same goes to you, my friend.


Ozzy, you are leading. Take him out!


@ Venusaurnite
You got it!


MEGA EVOLVE!

Ancientpower*3


If Hurricane in a combo, use Protect that action and push-back

If Volcarona has Double-Team clones up, use Earthquake that action
 
Last edited:
Ancient Power doesn't even do that much, but that doesn't mean you should have to take it. Let's get it started, Harry!

Levitate [Command] -> Double Team [1] -> Psychic
 
Well well well, I haen't seen that in a while :D

Pre-Round stats:
AOO

Harry @ Rare Candy
HP: 100
EN: 100
1/3/6/4/115/ +15% Acc

AOO

Ozzy @ Venusaurite
HP: 100
EN: 100
4/3/4/3/80

Action 1
Ozzy mega evolved!

Harry used Levitate! (5 EN)

Ancient Power -> Harry (4 EN)
RNG roll (to crit, <=625 crit) 2478 = no crit
RNG roll (to raise all, <=1000 raise) 208 = oh my :O
(6+(5-4)1.5)(2.25) = 16.875 DMG
Ozzy's Atk, Def, SpA, SpD, and Spe rose!

Action 2
Ancient Power -> Harry (8 EN)
RNG roll (to crit) 4544 = no crit
RNG roll (to raise all) 3450 = no raise
(6+(5-4)1.5)(2.25)+2 = 18.875 DMG

Harry used Double Team! (4 EN)

Action 3
Earthquake -> Harry (7 EN)
Harry avoided the attack!

Psychic -> Ozzy (7.5 EN)
RNG roll (to crit) 5704 = no crit
RNG roll (to lower SpD) 6600 = no crit
(11+(6-4)1.5)(1.5)-2 = 19 DMG


Ladies and gents, we're up for a fierce show tonight! After some brief deliberation, Matezoide sends out his Venusaur, Ozzy, and Dummy sends out his Volcarona, Harry! From a glance, it looks like Dummy has a great starting advantage, but looks can be very deceiving! After scouting out the battlefield for a few seconds, Matezoide raises his arm, and with a mighty yolol, Ozzy the Venusaur seems to transform!

And now, Dummy is staring down a Mega Venusaur! Looks like Matezoide just even the odds a little!

Harry starts off the match by Levitating high off the ground, far up into the sky! However, this doesn't seem to stop Ozzy at all, as he concentrates his willpower and lifts five or six rocks from the ground and throws them right at Harry with an Ancient Power! Suddenly, Ozzy gains a blue glow, and he roars with a newfound power! Wow, what a sight!

With newfound speed, Ozzy rears on its hind legs and summons another Ancient Power attack that strikes Harry right in the abdomen, dealing even more damage than before! This battle's barely started, and it looks like Harry is already feeling a lot of pain! With a tenacious glare in his eye, Harry darts back and forth, creating a single Double Team clone of itself! I can't tell which one is which, and it looks like this certainly is going to confuse Ozzy!

Ozzy looks back and forth, from one Harry to the other, before stomping his feet into the ground, causing a massive Earthquake to rock the battlefield! Good thing that the stands have their own supports for these kind of attacks, or the ASB Arena would've been destroyed loooooong ago! However, Harry just floats in the air the same way it has been doing since the battle began, easily avoiding that devastating attack! And it looks like Harry is finally switching to the offensive, picking up Ozzy with Psychic powers and throwing him right into the ground, dealing quite a bit of damage!

Now that Harry has returned to flying close to the ground and Ozzy's glow slowly fades, it looks like Matezoide has gained a major advantage with his timely stroke of luck, but this is only the beginning, and anything can happen! Don't move a muscle, folks! You won't wanna miss this!


Post-Round stats:
AOO

Harry @ Rare Candy
HP: 64
EN: 87
1/3/6/4/115/ +15% Acc

AOO

Ozzy @ Venusaurite
HP: 81
EN: 81
5/5/5/4/80

Dummy007 orders or starts a switch phase
 
Are you serious...that did not go nearly as well as I was hoping. At least no crits happened. (also, why is the Levitate command so much worse than Magnet Rise, seriously)

Light Screen -> Fire Blast -> Psychic
If Ozzy uses a P/E move A2 or A3, Roost the first time and Quiver Dance the second time
If Ozzy uses a poison-inducing move AND you are at +0 Spe AND you do not have a Substitute up, Substitute and push actions back
 
How come there's so much hax this round?

Pre-Round stats:
AOO

Harry @ Rare Candy
HP: 64
EN: 87
1/3/6/4/115/ +15% Acc

AOO

Ozzy @ Venusaurite
HP: 81
EN: 81
5/5/5/4/80

Action 1
Harry used Light Screen! (10 EN)

Earthquake -> Harry (7 EN)
RNG roll (to crit) 2174 = no crit
(10+(5-3)1.5) = 13 DMG
A clone disappeared!

Action 2
Fire Blast -> Ozzy (7 EN)
RNG roll (to hit) 3520 = hit
RNG roll (to crit) 939 = no crit
RNG roll (to burn) 1805 = no burn
(11+3+1+(6-4)1.5) = 18 DMG

Bind -> Harry (4 EN)
RNG roll (to hit) 2558 = hit
RNG roll (to crit) 7978 = no crit
RNG roll (for Flame Body) 1123 = burn
(3+(5-3)1.5)= 6 DMG
Ozzy was burned!

Bind -> Harry (2 DMG)
Burn -> Ozzy (2 DMG)

Action 3
Psychic -> Ozzy (7.5 EN)
RNG roll (to crit) 5848 = no crit
RNG roll (to lower SpD) 4557 = no lower
(11+(6-4)1.5)(1.5) = 21 DMG

Bulldoze -> Harry (5 EN)
RNG roll (to crit) 4295 = no crit
(6-3+(5-3)1.5) = 6 DMG
Harry's Speed fell!

Bind -> Harry (2 DMG)
Burn -> Ozzy (2 DMG)


As the tension in the stadium rises, the two trainers contemplate their actions, and Dummy is the first one to break the silence, as the two Volcarona erect a single translucent Light Screen that covers the both of them, but Matezoide sees right through this play and asks Ozzy to trigger a massive Earthquake that moves right under the screen and strikes the real Harry with full force, and the fake Harry just dissipates in a puff of smoke!

Dummy and Harry then go on th eoffensive again, as Harry takes a massive breath in and exhales a searing Fire Blast that hits Ozzy for quite a bit of damage, even with Thick Fat making it a neutral hit! Ozzy then retaliates by releasing two long vines from his back and Binds Harry in place! As Harry struggles to get out of the vines, the sheer heat of his body singes the vines, and although they are as stable as before, Ozzy has been burned!

Harry then turns his rage into an attack as he lifts Ozzy into the air even higher than before with Psychic powers and shaking him about before slamming him into the ground once more! Ozzy then stomps into the ground with a weaker force than before, but the abnormal rythym of the Bulldoze slows Harry down! As both Pokemon reel in pain from the ridisual damage, Matezoide prepares a Poke Ball, but who will he bring out?

Post-Round stats:
AOO

Harry @ Rare Candy
HP:
35
EN: 62
1/3/6/4/115/ +15% Acc
-1 Speed
Bind (2a)
Light Screen (3a)

AOO

Ozzy @ Venusaurite
HP: 38
EN: 65
5/5/5/4/80
Burn

Matezoide is up
 
Last edited:
Since Bind burned, Volcarona recovers 3 HP, putting it outside of Stone Edge's KO range, changing my orders.


(Primeape with Rare Candy)


Rock-Slide*3



the first time he uses Endure, change that action to Encore, the action after to Rock Slide and the action after that to Focus Energy
If damaging Flying type Combo, use Substitute (15) that action, but only once
 
That makes things a little better, I suppose. Let's see what happens if we do this...

Will-O-Wisp -> Gust + Whirlwind combo -> Cool Down (Psychic + Psychic combo)
 
Yeah, sorry I let this go unreffed and stuff, LoA and all

Pre-Round stats:
AOO

Harry @ Rare Candy
HP: 32
EN: 62
1/3/6/4/115/ +15% Acc
-1 Speed
Bind (2a)
Light Screen (3a)
ABO

Steve @ Rare Candy
HP: 100
EN: 100
6/2/1/3/110/ +14% Acc

Ozzy @ Venusaurite
HP: 38
EN: 65
5/5/5/4/80
Burn


Action 1
Rock Slide -> Harry (6 EN)
RNG roll (to crit) 9850 = no crit
RNG roll (to flinch) 7079 = no flinch
(8+(6-3)1.5)(2.25) = 28.125 DMG

Will-o-Wisp -> Steve (6 EN)
RNG roll (to hit, <=8500 hit) 4272 = hit
Steve was burned!

-2 HP (Steve)

Action 2
Steve used Substitute! (15 HP, 12 EN)

Gust + Whirlwind -> Steve (15 EN)
Whoosh

Burn -> Steve (2 DMG)

Action 3
Rock Slide -> Harry (6 EN)
RNG roll (to crit) 2403 = no crit
RNG roll (to flinch) who cares
(8-3+(6-3)1.5)(2.25) = 21.375 DMG
Harry fainted!

Burn -> Steve (2 DMG)

Steve was whirlwinded out!
RNG roll (for replacement, 1 = Ozzy 2 = Zero) 2/2 = Zero
Zero was sent out!


Reffing will come when I don't have almost 10 matches I have to post in immediately :<

Post-Round stats:
XOO

Harry @ Rare Candy
HP: -18
EN: KO
1/3/6/4/115/ +15% Acc
ABB

Zero @ ??
HP: 100
EN: 100
4/5/3/5/28/ -10% Eva

Steve @ Rare Candy
HP: 81
EN: 76
6/2/1/3/110/ +14% Acc
Burn

Ozzy @ Venusaurite
HP: 38
EN: 65
5/5/5/4/80
Burn


Matezoide equips Zero
Dummy007 sends out and orders
Matezoide orders
 
(Steve should be at 79 HP, not 81.)

So you have wished it, and so it shall be! The only logical decision here is...

@

(Neville @ Life Orb)

Taunt -> Knock Off -> Smack Down
If Zero uses a damaging Grass-typed combination AND Neville does not have a Substitute up, then change that action to Substitute [15] and push actions back
If Zero uses a P/E move, change that action to Substitute [15] the first time, Stockpile the second time, and Chill the third time and push actions back
 
(Flexing)

If it is a damage race that you want, it is a damage race you are getting!



Grass Knot -> Solarbeam -> Grass Knot
 
It appears that I am slowly turning into Geodude and Leethoof. How unfortunate. :<

Pre-Round stats:
AXO

Neville @ Life Orb
HP: 120
EN: 100
6/2/3/3/95
ABB

Zero @ Rare Candy
HP: 100
EN: 100
4/6/3/6/28/ -10% Eva

Steve @ Rare Candy
HP: 81
EN: 76
6/2/1/3/110/ +14% Acc
Burn

Ozzy @ Venusaurite
HP: 38
EN: 65
5/5/5/4/80
Burn


Action 1
Taunt -> Zero (9 EN)
Taunted

Grass Knot -> Neville (11 EN)
RNG roll (to crit) 6652 = no crit
(16+(3-3)1.5)(1.5) = 24 DMG

Action 2
Zero is collecting sunlight! (10 EN)

Knock Off -> Zero (6 EN, 2 HP)
RNG roll (to crit) 3913 = no crit
(10+3+3+(6-6)1.5)(1.5) = 24 DMG
Rare Candy was knocked off!

Solar Beam -> Neville
RNG roll (to crit) 9277 = no crit
(12+(3-3)1.5)(1.5) = 18 DMG

Action 3
Smack Down -> Zero (4 EN, 2 HP)
RNG roll (to crit) 6968 = no crit
(5+3+(6-5)1.5)(.67) = 6.365 DMG

Grass Knot -> Neville (11 EN)
RNG roll (to crit) 5498 = no crit
(16+(3-3)1.5)(1.5) = 24 DMG


With his Volcarona down and Matezoide's trickiest Pokemon forced out, Dummy007 sends out Neville the Colossoil, who roars a mighty roar that completely drowns out all other noise in the stadium! With this ferocious display, the very manly Zero just flexes his muscles and eagerly awaits the challenge! Neville starts the glorious art of manly combat (Mate made me say that...) by taking his hands, motions towards and self, and says something in Poke-speak that can only be something along the lines of "your mother," Taunting Zero! Zero retaliates by taking one of his four arms and touches the ground, causing a Grass Knot to trap Neville up, doing a very large amount of damage! IT really needs to cut down on the carbs!

Neville doesn't take too kindly to that and rushes up to Zero, and with a strong strike straight at Zero's Rare Candy, Knocks Off Zero's item, and instantly Zero's defenses are lowered! However, Zero returns fire with a Solar Beam that it has been charging, basking Neville in a shining beam of light! Neville then takes a small break from the damage break and chucks a rock straight at Zero's face, which stuns him just enough to send him straight to the ground! With a hint of anger in his eyes, Zero releases another Grass Knot onto Neville, once again dealing quite a bit of damage!

Zero has the advantage in terms of HP at the moment, but with Neville preparing to spam Earthquake, Dummy may be able to turn the tables!

Post-Round stats:
AXO

Neville @ Life Orb
HP: 50
EN: 81
6/2/3/3/95
ABB

Zero
HP: 70
EN: 68
4/5/3/5/28/ -10% Eva
Taunted (3a)
Smack Down (5a)

Steve @ Rare Candy
HP: 81
EN: 76
6/2/1/3/110/ +14% Acc
Burn

Ozzy @ Venusaurite
HP: 38
EN: 65
5/5/5/4/80
Burn


Matezoide orders first
 
Good job, Zero, but this is not an opponent for you.



@ Rare Candy

Indeed. I shall be your opponent now!


Counter Switch?
 
Dummy007


You have 24 hours to order before i call DQ. I do not wish to do so, so please post soon~



Yes, i know you still have 3 hours, but i probably wont have acess to my computer for a while, so might as well give the warning now
 
Last edited:
nerf Primeape imo

"Neville, I apologize for totally misplaying you last round. I should have gone for Crunch A3, but I didn't think about switching. I guess the choice is clear here..."

@


"We'll play it safe this round. He'll have to order first eventually."

[Do Not Activate Intimidate (if possible)] Dragon Dance -> Fly -> Zen Headbutt
If Counter is used on A2 or A3, change that action to Fire Blast and push actions back
If Bide is used A2 or A3 AND you are not Taunted, change remaining actions to Substitute [15] -> Chill
 
Dont nerf mah ape plz.

Given Intimidate's description, i dont think you can choose to not activate it, but i might be mistaken/biased. WW can sort that out while he refs.




Keep up the good job, everyone. Steve, this isnt your fight either.





Cant say i am surprised. Time to do my usual shenanigans.

Rock-Tomb -> Encore -> U-Turn
 
Last edited:
Yeah, Mate's right, you can't just not activate Intimidate.

Pre-Round stats:
ABX

Draco @ Focus Sash
HP: 100
EN: 100
6/2/4/3/100

Neville @ Life Orb
HP: 50
EN: 81
6/2/3/3/95

ABB

Steve @ Rare Candy
HP: 81
EN: 76
6/2/1/3/110/ +14% Acc
Burn

Zero
HP: 70
EN: 68
4/5/3/5/28/ -10% Eva

Ozzy @ Venusaurite
HP: 38
EN: 65
5/5/5/4/80
Burn


Draco's Intimidate activated!
-1 Atk Ape
Defaint activated!
+2 Atk Ape

Action 1
Rock Tomb -> Draco (4 EN)
RNG roll (to crit) 2022 = no crit
(6-2-3+(6-2)1.5)(1.5)+2 = 12.5 DMG
Draco's Speed fell!

Draco used Dragon Dance! (6 EN)
+1 Atk, +1 Spe

Burn -> Steve (2 DMG)

Action 2
Encore -> Draco (10 EN)

Draco used Dragon Dance! (6 EN)
+1 Atk, +1 Spe

Burn -> Steve (2 DMG)

Action 3
Draco used Dragon Dance! (6 EN)
+1 Atk, +1 Spe

U-Turn -> Draco (5 EN)
RNG roll (to crit) 7743 = no crit
(7-2-3+(6-2)1.5)(.67)+2 = 5.36 DMG

Burn -> Steve (2 DMG)


And while Matezoide and Steve pull some tricks on Draco, it doesn't exactly get them much of an advantage, as his attacks deal a very small amount of damage due to both Focus Sash and the burn, and now Matezoide has to send out against a Salamence with a large amount of his health left AND has thoroughly set up! What will happen next?!

(Yeah, I'm johning with real flavor again, but I'm too freaking tired to write good stuff)

Post-Round stats:
ABX

Draco @ Focus Sash
HP: 82
EN: 82
6/2/4/3/100
+3 Atk, +2 Spe

Neville @ Life Orb
HP: 50
EN: 81
6/2/3/3/95

ABB

Steve @ Rare Candy
HP: 73
EN: 57
6/2/1/3/110/ +14% Acc
Burn
+1 Atk (permanent)

Zero
HP: 70
EN: 68
4/5/3/5/28/ -10% Eva

Ozzy @ Venusaurite
HP: 38
EN: 65
5/5/5/4/80
Burn


Matezoide replaces and orders
Dummy007 orders
I ref
 
Last edited:
Two things before Mate sends out:

1) Steve should be at 2 less HP (you forgot one instance of burn damage in the round he was burned originally).

2) Draco should be at +3 Atk and +2 Spe because the third Dragon Dance prevents those two stats from decaying at the end of the round.
 
Eh, doesnt affect my orders anyway.


Zero @ Nothing because Knock Off

Gyro Ball*3

If Salamence has Double Team clones up, use Rock Slide that action
If Salamence is under the effects of a damaging/evasive move and you are not taunted, use Trick Room that action the first time, Reflect the second and Gravity the third.



....In hindsight, maybe that wasnt the best play i could have done.
 
Last edited:
Sorry, I had a concert yesterday and couldn't ref Arcade revamps + general laziness...

Pre-Round stats:
ABX

Draco @ Focus Sash
HP: 82
EN: 82
6/2/4/3/100
+3 Atk, +2 Spe

Neville @ Life Orb
HP: 50
EN: 81
6/2/3/3/95

ABB

Zero
HP: 70
EN: 68
4/5/3/5/28/ -10% Eva

Steve @ Rare Candy
HP: 73
EN: 57
6/2/1/3/110/ +14% Acc
Burn
+1 Atk (permanent)

Ozzy @ Venusaurite
HP: 38
EN: 65
5/5/5/4/80
Burn


Action 1
Gyro Ball -> Draco (6 EN)
RNG roll (to crit) 7734 = no crit
(15-2+3+(4-2)1.5) = 19 DMG

Dragon Tail -> Zero (4 EN)
RNG roll (to crit) 4264 = no crit
(6+3+(6-5)1.5)(.67)+6 = 13 DMG

Action 2
Crunch -> Zero (6 EN)
RNG roll (to crit) 2919 = no crit
RNG roll (to lower Def) 7210 = no lower
(8+(6-5)1.5)(1.5)+6 = 20.25 DMG

Gyro Ball -> Draco (10 EN)
RNG roll (to crit) 2491 = no crit
(15-2+3+(4-2)1.5) = 19 DMG

Action 3
Draco used Roost! (11 EN)
+20 HP

Gyro Ball -> Draco (14 EN)
RNG roll (to crit) 2463 = no crit
(15-2+3+(4-2)1.5) = 19 DMG

RNG roll (for replacement, 1 = Steve) 2 = Ozzy
Ozzy was sent out!


Matezoide, slightly regretting his actions in the previous round, sounds out his very manly Zero (who is a total dick to Ice-types btw) again! With a ridiculous Speed stat of 350, Draco... just sits back and waits as Zero slams into it with a Gyro Ball, doing a very high amount of damage for a neutral hit! Draco then leaps into the air and smashes Zero with a Dragon Tail! This match-up is just a complete damage race, with Zero's high-powered attacks and Draco's stat boosts making a weak hit like that do a respectable amount of damage!

Draco then puts his ridiculous speed to work and zooms straight at Zero faster than I thought was possible and bites right down on him with an impressive Crunch, dealing a large amount of damage! However, Zero doesn't seem to mind that much, and simply rolls himself as fast as he can and Gyro Balls straight into Draco again, breaking his Focus Sash in the process!

Wanting to preserve his longevity a little bit and prepare for the next opponent, Draco takes a break from the damage race to lay down and Roost on the ground, restoring his Focus Sash, and allowing him to take a lesser amount of damage from the third and final Gyro Ball! Dummy, Matezoide, and Draco all watch intently as Zero is swept off the field from the previous Dragon Tail, and Ozzy is brought back in! A great result for Dummy, but not as much for Matezoide...

Post-Round stats:

Draco @ Focus Sash
HP: 45
EN: 61
6/2/4/3/100
+2 Atk, +1 Spe

Neville @ Life Orb
HP: 50
EN: 81
6/2/3/3/95


Ozzy @ Venusaurite
HP:
38
EN: 65
5/5/5/4/80
Burn


Zero
HP: 37
EN: 38
4/5/3/5/28/ -10% Eva

Steve @ Rare Candy
HP: 73
EN: 57
6/2/1/3/110/ +14% Acc
Burn
+1 Atk (permanent)


Dummy007 orders first
 

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