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Dummy007 Vs. Gerard, Weird abilities LC battle

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Let's keep it simple, we shouldn't worry a lot for Synthesis thanks to the hail, but you never know

Kurt: Trick Room~ Fire Blast ~ Flamethrower
*If you Flinch, push actions
 
Magic Coat is a move. I assume you want Magic Bounce, Gerard, based on your flavor. Please speak up if I'm wrong.

79.png

100 HP
100 Energy
Herbivore/Magic Bounce/Mummy

Vs.

270.png

29 HP
39 Energy
Sheer Force/Shield Dust/Rough Skin
Taunted (2a), Disabled (Energy Ball, 5a)

Slowpoke
Trick Room
9 Energy

-2 HP, hail

Fire Blast
RNG roll to hit; 141 = hit
RNG roll to crit; 769 = no crit
RNG roll for effect; 720 = no burn
[12 + (2 SpA - 2 SpD)*1.5] = 12 Damage, 8 Energy

-2 HP, hail

Flamethrower
RNG roll to crit; 728 = no crit
RNG roll for effect; 543 = no burn
[10 BAP + (2 SpA - 2 SpD)*1.5] = 10 Damage, 7 Energy

-2 HP, hail

Lotad
Astonish
RNG roll to crit; 416 = no crit
[6 BAP + (2 - 3)*1.5]*1.5 = 6.75 (rounded to 7) Damage, 3 Energy

Mummy activates
-2 HP, hail

Bubblebeam
RNG roll to crit; 881 = no crit
RNG roll for effect; 475 = no slow
[7 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*2/3 resist = 7.67 (rounded to 8) Damage, 4 Energy

-2 HP, hail

Synthesis
10 HP, 13 Energy

-2 HP, hail

79.png

86 HP
76 Energy
Herbivore/Magic Bounce/Mummy

Vs.

270.png

11 HP
19 Energy
Sheer Force/Shield Dust/Rough SkinMummy
Disabled (Energy Ball, 2a)

Beetle doesn't have much left, it looks like Kurt will finish the little guy off. Let's see how that happens, when Gerard posts actions next!
 
You stand correct, magic bounce it was :3

Muajajaja, Isis must ve venged, we should finish this little toad, and since you have a 95% chance of hitting with that Fire Blast we know what you'll be doing next, just let's hope we have at least the regulr luk on our side

Kurt: Fire Blast ~ Chill ~ Chill
*If your FB fails continue with flamethrowers until Bettle's gone
 
79.png

86 HP
76 Energy
Herbivore/Magic Bounce/Mummy

Vs.

270.png

11 HP
19 Energy
Sheer Force/Shield Dust/Rough SkinMummy
Disabled (Energy Ball, 2a)

Slowpoke
Fire Blast
RNG roll to hit; 598 = hit
[12 BAP + (2 SpA - 2 SpD)*1.5] = 12 Damage, 8 Energy

-2 HP, hail

79.png

84 HP
68 Energy
Herbivore/Magic Bounce/Mummy

Vs.

270.png

0 HP
0 Energy
Sheer Force/Shield Dust/Rough SkinMummy
Disabled (Energy Ball, 1a), KO'ed

Dummy, your next pokemon, ability, and actions!
 
"I think I'll send in Sarah (Cherubi). She gets Mold Breaker (YEAAAAH), Cloud Nine, and Sturdy.

"Let's get this over with. You can beat the snot out of this Slowpoke!"

Summary:
Toxic -> SolarBeam -> Magical Leaf
 
Well, we have the edge of being faster (I love TR), so let's use that to our advenage, use your cursed head to eliminate that annoying mold breaker, after that the other abilities are gonna be far from useful if he is gonna help us to increase our attack

Kurt: Zen Headbutt ~ Fire Blast ~ Chill
 
79.png

84 HP
68 Energy
Herbivore/Magic Bounce/Mummy

Vs.

420.png

90 HP
100 Energy
Mold Breaker/Could Nine/Sturdy

Trick Room, 2 Rounds

According to Mummy's description, Cherubi's physical attacks activate Mummy. Not only does Mold Breaker shit all over that, but it's a god damn Cherubi. It's only physical move is Tackle.
Slowpoke
Zen Headbutt
RNG roll to hit; 343 = hit
RNG roll to crit; 861 = no crit
RNG roll for effect; 844 = no flinch
[8 BAP + 3 STAB + (4 Atk - 2 Def)*1.5] = 14 Damage, 5 Energy

-2 HP, hail
-1 HP, toxic

Fire Blast
RNG roll to hit; 508 = hit
RNG roll to crit; 137 = no crit
RNG roll for effect; 232 = no burn
[12 BAP + (2 SpA - 2 SpD)*1.5]*1.5 SE = 18 Damage, 8 Energy

-2 HP, hail
-1 HP, toxic

Chill
+12 Energy

-2 HP, hail
-1 HP, toxic

Cherubi
Toxic
7 Energy

SolarBeam
RNG roll to crit; 594 = no crit
[12 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*1.5 SE = 24.75 (rounded to 25) Damage, 7 Energy

Magical Leaf
RNG roll to crit; 829 = no crit
[6 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5]*1.5 SE = 15.75 (rounded to 16) Damage, 4 Energy

79.png

34 HP
67 Energy
Herbivore/Magic Bounce/Mummy
Toxic (2 DPA)

Vs.

420.png

72 HP
82 Energy
Mold Breaker/Could Nine/Sturdy

Trick Room, 1 Round

Gerard, you're up!
 
bigg misscalc, but we have to face the concecuences... or we can Switch
280.png

Katherine coming in!

Edit: Simple, Regenerator & Speed Boost
 
Well, we have the edge of being faster (I love TR), so let's use that to our advenage, use your cursed head to eliminate that annoying mold breaker, after that the other abilities are gonna be far from useful if he is gonna help us to increase our attack

Kurt: Double Team {4} ~ Confuse Ray ~ Calm Mind
*if she uses Magical Leaf use Calm Mind and push Double Team, if used again Disable it and oush DT unless you already has clones up
 
"One speed point...So close to outslowing you...eh, whatever."

Summary:
Sunny Day -> Growth until it works -> SolarBeam
 
79.png

34 HP
67 Energy
Herbivore/Magic Bounce/Mummy
Toxic (2 DPA)

280.png

90 HP
100 Energy
Simple/Regenerator/Speed Boost

Vs.

420.png

72 HP
82 Energy
Mold Breaker/Could Nine/Sturdy

Trick Room for 1 Round

Alright, keep on rollin', boys!
Ralts
Double Team 4 Clones
16 Energy

Confuse Ray
RNG roll for duration; 2 = 3-Turn Confusion
5 Energy

Calm Mind
6 Energy

Cherubi
Sunny Day
10 Energy

Growth
RNG roll for confusion; 324 = success
8 Energy

SolarBeam
RNG roll for confusion; 539 = hit self
[4 BAP + (1 - 2)*1.5] + (2)*1.75 = 6 Damage, 3 Energy

280.png

90 HP
73 Energy
Simple/Regenerator/Speed Boost
+2SpA, SpD, Spe
4 clones

Vs.

420.png

66 HP
61 Energy
Mold Breaker/Could Nine/Sturdy
+2 SpA, Atk
Confused (0 Actions)

Sunny for 3 more Rounds

Dummy, you're up!
 
(I still have +2 Atk/SpA, right?)

"Let's hit this little girl with everything we've got! (That sounded SO inappropriate.)"

Summary:
Magical Leaves of Glory -> SolarBeam of Glory -> Morning Sun of Glory
 
Now that we're have our clones we won't lose them so easily, so let's use our new speed to make him shot some rays of sun at you, your clones should protect you from the pain, after that we should use the mighty power of hax to destroy our enemies, let's hope lady luck is on our side

Kurt: Encore ~ Confuse Ray ~ Shadow Ball
 
280.png

90 HP
73 Energy
Simple/Regenerator/Speed Boost
+2SpA, SpD, Spe
4 clones

Vs.

420.png

66 HP
61 Energy
Mold Breaker/Could Nine/Sturdy
+2 SpA, Atk
Confused (0 Actions)

Sunny for 3 more Rounds

I almost said that Cherubi is faster becuase of Chlorophyll. Then I had to re-ref the entire round because I remembered this Cherubi doesn't pack Chloropyll. Also, this round does not go well for you, Dummy.
Ralts
Encore
10 Energy

Confuse Ray
RNG roll for duration; 1 = 2-Turn Confusion
5 Energy

Shadow Ball
RNG roll to crit; 947 = no crit
RNG roll for effect; 208 = no SpD drop
[7 BAP + (3 SpA - 2 SpD)*1.5] + (2)*1.75 = 12 Damage, 6 Energy

Cherubi
SolarBeam
RNG roll to hit; 781 = clone
miss, 7 Energy

SolarBeam
RNG roll for confusion; 322 = success
RNG roll to hit; 868 = clone
miss, 7 Energy

Morning Sun
RNG roll for confusion; 633 = hit self
[4 BAP + (1 - 2)*1.5] + (2)*1.75 = 6 Damage, 3 Energy

280.png

90 HP
52 Energy
Simple/Regenerator/Speed Boost
+1SpA, SpD, +3 Spe
2 clones

Vs.

420.png

48 HP
44 Energy
Mold Breaker/Could Nine/Sturdy
+1 SpA, Atk
Confused (0 Actions)

Sunny for 2 more Rounds

Gerard, you're up next!
 
You gotta love DT, we'll, you're wonderful Katherine, we better finish this little thing before anything or we might be facing some tougher times under the sun, well, you cal down, we got this, continue to use your dark powers, you're so gonna get some moves after this

Katherine: Calm Mind ~ Shadow Ball ~ Shadow Ball
*If she uses Magical Leaf, use Encore nest Actions and Calm Mind the remaining ones
 
280.png

90 HP
52 Energy
Simple/Regenerator/Speed Boost
+1SpA, SpD, +3 Spe
2 clones

Vs.

420.png

48 HP
44 Energy
Mold Breaker/Could Nine/Sturdy
+1 SpA, Atk
Confused (0 Actions)

Sunny for 2 more Rounds

Ralts
Calm Mind
6 Energy

Shadow Ball
RNG roll to crit; 188 = no crit
RNG roll for effect; 421 = no SpD drop
[8 BAP + (3 SpA - 2 SpD)*1.5] + (3)*1.75 = 14.75 (rounded to 15) Damage, 6 Energy

Shadow Ball
RNG roll to crit; 972 = no crit
RNG roll for effect; 507 = no SpD drop
[8 BAP + (3 SpA - 2 SpD)*1.5] + (3)*1.75 = 14.75 (rounded to 15) Damage, 10 Energy

-3 HP, Leech Seed

Cherubi
SolarBeam
RNG roll to hit; 428 = clone
miss, 7 Energy

Weather Ball
RNG roll to hit; 205 = hit
RNG roll to crit; 467 = no crit
[10 BAP + 3 sunny day + (3 SpA - 2 SpD)*1.5] - (2)*1.75 = 11 Damage, 7 Energy

Leech Seed
RNG roll to hit; 471 = hit
9 Energy

+3 HP, Leech Seed
280.png

76 HP
30 Energy
Simple/Regenerator/Speed Boost
+2SpA, SpD, +4 Spe
Leech Seed (5a)

Vs.

420.png

21 HP
21 Energy
Mold Breaker/Could Nine/Sturdy

Sunny for 1 more Round

Dummy007, you're up!
 
Let's go the tricky way here, we have to be in our best for the upcoming foes

Katherine: Encore ~ Chill ~ Chill
 
280.png

76 HP
30 Energy
Simple/Regenerator/Speed Boost
+2SpA, SpD, +4 Spe
Leech Seed (5a)

Vs.

420.png

21 HP
21 Energy
Mold Breaker/Could Nine/Sturdy

Ralts
Encore
10 Energy

-3 HP, Leech Seed

Chill
+12 Energy

-3 HP, Leech Seed

Chill
+12 Energy

-3 HP, Leech Seed

Cherubi
Leech Seed
9 Energy

+3 HP, Leech Seed

Leech Seed
9 Energy

+3 HP, Leech Seed

SolarBeam
3/8 = 0.375
RNG roll to crit; 920 = no crit
[8 BAP + 3 STAB + (3 SpA - 2 SpD)*1.5] - (2)*1.75 = 9*0.375 = 3.375 ~ 3 Damage, 8 Energy

280.png

79 HP
44 Energy
Simple/Regenerator/Speed Boost
+1SpA, SpD, +5 Spe
Leech Seed (2a)

Vs.

420.png

0 HP
0 Energy
Mold Breaker/Could Nine/Sturdy
KO'ed

Dummy needs to send out a new pokemon, choose abilities, and then its Gerard's actions!

EDIT@below; I forgot about Regenerator, I added that in. However, Leech Seed is an end-of-action event, similar to Burn or Poison. I'm leaving the last round of Leech Seed
 
Regenerator gives me +6 Hp per chill in adition to the energy :3
(and since cherry fainted the last leech seed douldn't be counted)
 
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