Completed Houndoomsday vs Complications

#1
Battle Rules:
2v2 or 3v3 (Challenger's Choice) NFE Singles
2 Subs
2 Recovers
5 Chills
2 Day DQ; 2 for Ref
Switch = OK
ASB Arena


Magnemite [M]
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.
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Magnet Pull (Can Be Activated): This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sturdy (Innate): This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
HP: 80
Atk: 1.5
Def: 4.5
SpA: 4.5
SpD: 4.5
Spe: 45
Size Class: 1
Weight Class: 1

Nohface (M)
Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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.
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.
HP: 100
Atk: 4.5
Def: 4.5
SpA: 0
SpD: 4.5
Spe: 10
Size Class: 1
Weight Class: 3

Bulbasaur [F]
Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison 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.
Overgrow (Innate): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2)
HP: 90
Attack: 1.5
Defense: 3
SpA: 6
SpD: 4.5
Spe: 45
Size Class: 1
Weight Class: 1

Dratini [M]
Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Shed Skin: This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
HP: 90
Attack: 6
Defense: 3
SpA: 1.5
SpD: 3
Spe: 40
Size Class: 2
Weight Class: 1

Houndour [M]
Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire: This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
HP: 90
Atk: 4.5
Def: 1.5
SpA: 6
SpD: 4.5
Spe: 65
Size Class: 1
Weight Class: 2


Complications' Pokemon
Magnemite (Lightningbolt Zolt) (M)

Nature: Calm (+Sdef, -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.

Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Magnet Pull
Can be Activated
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.

Sturdy
Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Analytic (DW Locked)
Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Stats
HP: 80
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 45
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks:
Tackle (*)
Thundershock (*)
Supersonic (*)
Sonicboom (*)
Thunder Wave (*)
Magnet Bomb (*)
Spark (*)
Mirror Shot (*)

Signal Beam (*)
Magic Coat (*)
Magnet Rise (*)

Thunderbolt (*)
Volt Switch (*)
Hidden Power Ice (7) (*)


Nohface (Baal) (M)

Nature: Adamant +Atk, -SAtk

Type:

Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

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: 100
Atk: Rank 3 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 10
Size Class: 1
Weight Class: 3
Base Rank Total: 13

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

Attacks:
Scratch (*)
Iron Defense (*)
Lick (*)
Metal Burst (*)
Faint Attack (*)
Shadow Sneak (*)
Curse (*)

Meteor Mash (*)
Psycho Shift (*)
Yawn (*)

Will-O-Wisp (*)
Payback (*)
Dig (*)


Houndoomsday's Pokemon


Bulbasaur [Bulby] (Female)
Nature: Modest (+SpA, -Att)
Type: Grass/Poison
Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

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

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

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

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

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

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



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

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

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

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

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

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

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



Houndour [Hellhound] (Male)
Nature: Mild (+SpA, -Def)
Type: Dark/Fire
Dark: Dark STAB; immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.

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

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

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

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

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

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


Orders:
Houndoomsday sends out pokemon and equips
Complications sends out pokemon, equips, and orders
Houndoomsday orders
I ref
 
#3
"Houndoor... As I expected. However, your strongest move is Fire Spin, and with that I will send out Zolt."
Lightningbolt Zolt @ Lucky Egg

Thunder Wave-Thunderbolt+Thundershock-Cooldown
If Magnemite flinches, push actions down.
If Roar, Magic Coat and push back, but only once.
 
#4
"Guess I'm a little predictable..., alright, let's melt this steel!"

Sunny Day-Ember+Fire Spin-Cooldown

A question about combos: If I'm paralyzed, do I still have to cooldown?
 
#5
Since there is a chance you will be paralyzed A2, you must issue an order for A3 in the event you cannot perform the action of A2. This will not count towards one of your allotted subs. Until then, I am not permitted to ref this battle.
 
#7


Houndour
90|100



Magnemite
80|100

Action 1
Houndour's Sunny Day
EN Check: 10 - 1 = 9

Magnemite's Thunder Wave
EN Check: 7 - 1 = 6

Action 2
Magnemite's Thunderbolt + Thundershock
Crit Check (625): 3781 (NO)
Damage: ((4 + 10) * 1.5 + 3 + 4.5 - 4.5) = 22
EN Check: (7 + 3) * 1.75 - 1 = 14

Houndour's Ember + Fire Spin
Paralysis Check (2500): 4743 (NO)
Accuracy Check (9250): 5283 (HIT)
Crit Check (625): 7252 (NO)
Effect Chance (1000): 6267 (NO)
Damage: ((4 + 4) * 1.5 + 3 + 3 + 0 - 4.5) * 1.5 = 18.75
EN Check: (3 + 5) * 1.5 - 1 = 11

Action 3
Magnemite Cools down

Houndour Cools down
Paralysis Check (2500): 4176 (NO)

-2 HP Magnemite




Houndour
HP: 90 - 22 = 68
EN: 100 - (9 + 11) = 80
Status: 20% Paralysis


Magnemite
HP: 80 - (18.75 + 2) = 59.75 rounded to 60.
EN: 100 - (6 + 14) = 80
Status: Trapped for 3 actions




Houndour
68|80
Status: 20% Paralysis



Magnemite
60|80
Status: Trapped for 3 actions

Field: Intense Sun for 3 more rounds

Orders:
Houndoomsday orders
Complications orders
I ref​
 
#12
Much appreciated. I still have limited access, but during this next week it will be closer to regular, so let's try to get this battle done quickly.

"I would Magic Coat you, but Flash Fire makes me sad."
Volt Switch-Thunderbolt+Thundershock-Cooldown
 
#13


Houndour
68|80
Status: 20% Paralysis



Magnemite
60|80
Status: Trapped for 3 actions

Action 1
Magnemite's Volt Switch
Crit Check (625): 7117 (NO)
Damage: (7 + 3 + 4.5 - 4.5) = 10
EN Check: 5 - 1 = 4

Houndour's Will-O-Wisp
Paralysis Check (2000): 9750 (NO)
Accuracy Check (7500): 4605 (HIT)
EN Check: 7 - 1 = 6

-2 HP Magnemite
-2 HP Magnemite

Action 2
Houndour's Ember
Paralysis Check (2000): 354 (PAR!)

Magnemite's Thunderbolt + Thundershock
Crit Check (625): 6779 (NO)
Damage: ((4 + 10) * 1.5 + 3 + 4.5 - 4.5) = 22
EN Check: (7 + 3) * 1.5 - 1 = 14

-2 HP Magnemite
-2 HP Magnemite

Action 3
Magnemite Cools Down

Houndour's Fire Spin
Paralysis Check (1500): 299 (PAR!)

-2 HP Magnemite
-2 HP Magnemite




Houndour
HP: 68 - (10 + 22) = 36
EN: 80 - 6 = 74
Status: 5% Paralysis


Magnemite
HP: 60 - (2 + 2 + 2 + 2 + 2 + 2) = 48
EN: 80 - (4 + 14) = 62
Status: Burned




Houndour
36|74
Status: 5% Paralysis



Magnemite
48|62
Status: Burned

Field: Intense Sun for 2 more rounds

Orders:
Complications orders
Houndoomsday orders
I ref​
 
#15
Complications, at which point did you and Houndoomsday agree that this match would be Switch = OK and when were you planning on informing me of this?
 
#18
Bench:


Magnemite
48|62
Status: Burned

Active:


Houndour
36|74
Status: 5% Paralysis



Nohface
100|100

Action 1
Nohface dug under ground
EN Check: 10

Houndour's Reflamember Spin
Paralysis Check (500): 713 (NO)
Miss
EN Check: (3 + 5) * 1.5 - 1 = 11

Nohface's Dig
Crit Check (625): 507
Damage: (8 + 3 + 4.5 - 1.5) * 1.5 = 21

Action 2
Houndour cools down
Paralysis Check (500): 5561 (NO)

Nohface's Payback
Crit Check (625): 6171 (NO)
Damage: (10 + 4.5 - 1.5) * 0.67 = 8.71
EN Check: 7

Action 3
Houndour's Bite
Paralysis Check (500): 6964 (NO)
Crit Check (625): 9493 (NO)
Effect Chance (3000): 3332 (NO)
Damage: (6 + 3 + 4.5 - 4.5) = 9
EN Check: 4 - 1 = 3

Nohface dug under ground
EN Check: 10

Nohface's Dig
Crit Check (625): 5116 (NO)
Damage: (8 + 3 + 4.5 - 1.5) * 1.5 = 21



Houndour
HP: 36 - (21 + 8.71 + 21) = -14.71 rounded to -15
EN: 74 - (11 + 3) = 60
Status: KO

Magnemite
HP: 48
EN: 62
Status: Burned

Nohface
HP: 100 - 9 = 91
EN: 100 - (10 + 7 + 10) = 73
Status: 1 KOC


Bench:


Magnemite
48|62
Status: Burned



Houndour
-15|60
Status: KO



Nohface
91|73
Status: 1 KOC

Field: Intense Sun for 1 more rounds

Orders:
Houndoomsday sends out, equips, and orders
Complications orders
I ref​
 
#21
Bench:


Magnemite
48|62
Status: Burned



Houndour
-15|60
Status: KO


Active:


Dratini
90|100



Nohface
100|73
Status: 1 KOC

Action 1
Dratini's Light Screen
EN Check: 10

Nohface's Will-O-Wisp
Accuracy Check (7500): 116 (HIT)
EN Check: 7

-2 HP Dratini

Action 2
Dratini's Aqua Jet
Crit Check (625): 7702 (NO)
Damage: (4 + 6 - (4.5 + 3 + 3)) = 1 (according to minimum damage rules)
EN Check: 4

Nohface's Meteor Mash
Accuracy Check (8500): 1293 (HIT)
Crit Check (625): 624 (CRIT)
Effect Chance (2000): 712 (+1 ATK)
Damage: (10 + 3 + 3 + 4.5 - 3) = 17.5
EN Check: 7 - 1 = 6

-2 HP Dratini

Action 3
Dratini's Wrap
Accuracy Check (9000): 9002 (MISS)
EN Check: 4

Nohface's Payback
Crit Check (625): 8614 (NO)
Damage: (10 + 4.5 - 3) + (1 * 1.75) = 13.25
EN Check: 7

-2 HP Dratini



Houndour
HP: -15
EN: 60
Status: KO

Dratini
HP: 90 - (2 + 17.5 + 2 + 13.25 + 2) = 53.25 rounded to 53
EN: 100 - (10 + 4 + 4) = 82
Status: Burned

Magnemite
HP: 48
EN: 62
Status: Burned

Nohface
HP: 100 - 1 = 99
EN: 73 - (7 + 6 + 7) = 53
Status: 1 KOC
+1 ATK for 3 more actions


Bench:


Magnemite
48|62
Status: Burned



Houndour
-15|60
Status: KO

Active:


Dratini
53|82
Status: Burned
Light Screen for 3 more actions



Nohface
99|53
Status: 1 KOC
+1 ATK for 3 more action

Orders:
Complications orders
Houndoomsday orders
I ref​
 
#22
Akela, I may be overlooking something, but shouldn't Aqua Jet's BAP be 4+6-4.5-3=2.5? I'm not quite sure how you got the extra 3 on the reducing side...

"Ok, Baal, you're doing a wonderful job, but I think Zolt may want to see if he can earn a KOC."
Switching out Baal for Lightningbolt Zolt. Counterswitch, Houndoomsday?
 
#24
"Right... I did that on purpose..."
HP Ice-Mirror Shot-HP Ice
If Light Screen, change actions succeeding that to Sonicboom-HP Ice-Sonicboom
If P/E action, use Magnet Bomb, but not consecutively.
 

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