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Temperantia vs EndQuote in Windswept Meadow

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Not open for further replies.
187.png

HP: 31
Energy: 37
Status: None
Boosts: None
Other: None
595.png

HP: 83
Energy: 95
Status: 20% Paralysis
Boosts: None
Other: Seeded (5 Actions)

Other: None

Round 8:

Iris begins this round showing off her Acrobatic abilities some more. But after she gets a hit in, she is Paralyzed (25%, at least) by Watt’s Thunder Wave.

But it is Watt who’s paralysis is acting up, as she is Fully Paralyzed. Iris takes the chance here and spreads Poison Powder, Poisoning Watt.

Watt decides to attack now though, and does some impressive damage with its Hidden Power. And Iris does nothing and just Chills.

Oh, and the wind is coming from the south now. Spores all around. But I guess these two have enough statuses already and are unaffected.


187.png

HP: 27
Energy: 43
Status: 20% Paralysis
Boosts: None
Other: None
595.png

HP: 53
Energy: 83
Status: 10% Paralysis, Poisoned
Boosts: None
Other: Seeded (2 Actions)

Action 1:
Hoppip – Acrobatics (11+3+3+[2-2]*1.5 = 17 Damage, 6 Energy)
Joltik – Thunder Wave (7 Energy)
Joltik is sapped by Leech Seed (-3 HP, +3 for Hoppip)

Action 2:
Joltik – Fully Paralyzed (-5% Paralysis)
Hoppip – Poison Powder (7 Energy)
Joltik is hurt by poison (2 Damage)
Joltik is sapped by Leech Seed (-3 HP, +3 for Hoppip)

Action 3:
Joltik – Hidden Power ((7+[3-2]*1.5)*1.5 = 12.75 -> 13 Damage, 5 Energy)
Hoppip – Chill (+12 Energy)
Joltik is hurt by poison (2 Damage)
Joltik is sapped by Leech Seed (-3 HP, +3 for Hoppip)

RNG for wind – 4 (South)


EndQuote. Go!
 
MOAR HIDDEN POWAH!
Substitute (20 HP) ~ Hidden Power (Fire) 7 ~ Hidden Power (Fire) 7
IF Encore is used A1, THEN replace Substitute with Hidden Power (Fire) 7.
 
"Iris, let's at least put on a dazzling show for our audience if we are to go down in flames!; Combine Aromatherapy and Synthesis to create a Phototherapy that will both heal your wounds and cure you of Paralysis. Finish with an Acrobatic strike."
 
I think I can make a substitution even if Joltik outspeeds.
In my first battle in CAP ASB, I learned this the hard way.
My opponent (Smashlloyd) said "If he uses Encore, use Fire Blast instead" even though his Lampent outsped my Gulpin.
I tried to "make it look like" Gulpin was going to use Shadow Ball before using Encore instead, to trick my way past the substitution.
Needless to say, it failed, as the substitution held and Gulpin was summarily KOed by Fire Blast.

TLDNR version: My substitution should be valid. (I think)

If I'm right, that'd be a first feel free to edit your actions. Although I would like to hear from a ref.

EDIT: I found a better example, y'honor.
I'd like to enter into evidence the following battle, between danmantincan and the esteemed Deck Knight.
Look at post three here.
Deck Knight orders his Claydol to use Dig if Snorlax uses Yawn, even though Claydol outspeeds Snorlax by a good 39 points.
This is definitely a better example then the above. :)

...I've been playing too much Ace Attorney lately...
 
As far as I know, the substitution would work fine. While I am by no means a top authority on it, as far as I have always reffed, substitutions can be made on moves that the opponent is going to make even if you would go before the move is made.

I believe the logic behind this is that while one Pokemon may be faster and the other slower, the orders are issued at the same time. Remember, this is anime style battling, and in the anime, you hear your opponent say the attack name before the Pokemon executes it. So while one might move first, it know what the other will do and can substitute to avoid it.

Basically, the important thing is that a sub must be made from knowledge known at the time of the substitution. So while Joltik could not substitute based on the results of Hoppip's attack, which wouldn't be known until after it is executed, it can substitute based on the identity of the specific attack itself, because that is known before either Pokemon actually executes its move.

However, as I said, I am not the authority on this, so if you would like a second opinion, I would be happy to get one for you.
 
Ha ha, sorry Endquote. I guess I must've read too many old SoTG's. That was an issue in one of them, but I guess it never got passed. my actions have been edited, so feel free to ref, jas. :3
 
187.png

HP: 27
Energy: 43
Status: 20% Paralysis
Boosts: None
Other: None

595.png


HP: 53
Energy: 83
Status: 10% Paralysis, Poisoned
Boosts: None
Other: Seeded (2 Actions)

Round 9:

I’ll try to add some flavor in a bit, but for now, here is the round. Joltik sets up a sub, Hoppip does an awesome healing combo, but almost runs out of energy. Joltik attacks twice and Hoppip damages the sub, getting even lower on energy.

Oh, and the sandstorm is coming back.


187.png

HP: 23
Energy: 2
Status: None
Boosts: None
Other: None

595.png


HP: 41
Energy: 60
Status: 5% Paralysis, Poisoned
Boosts: None
Other: Substitute (6 HP)

Action 1:
Joltik – Substitute (18 Energy)
Hoppip – Synthesis + Aromatherapy Combo (35 Energy)
Joltik is sapped by Leech Seed (-3 HP, +3 for Hoppip)
Joltik is hurt by poison (2 Damage)

Action 2:
Hoppip – cool down
Joltik – Hidden Power ((7+3+[3-2]*1.5)*1.5 = 17.25 -> 17 Damage, 5 Energy)
Joltik is sapped by Leech Seed (-3 HP, +3 for Hoppip)
Joltik is hurt by poison (2 Damage)

Action 3:
Hoppip – Acrobatics (11+3+[2-2]*1.5 = 14 Damage, 6 Energy)
Joltik – Hidden Power ((7+[3-2]*1.5)*1.5 = 12.75 -> 13 Damage, 9 Energy)
Joltik is hurt by poison (2 Damage)

RNG for wind – 5 (West)


Temperantia, it's your turn
 
Watt, it doesn't really matter what we do!
So Chill, I guess.

If by some miracle it finds more energy somewhere, spam Hidden Power after that. (I'm overly cautious)
gg, Temperantia. :)
 
187.png

HP: 23
Energy: 2
Status: None
Boosts: None
Other: None

595.png


HP: 41
Energy: 60
Status: 5% Paralysis, Poisoned
Boosts: None
Other: Substitute (6 HP)

Round 10:

After a long and hard fought battle, Iris just has not energy left. When she tries to get off one last Acrobatics, she faints from exhaustion.

187.png

HP: --
Energy: 0
Status: None
Boosts: None
Other: None
595.png

HP: 39
Energy: 72
Status:Poisoned
Boosts: None
Other: Substitute (3 HP)

Action 1:
Hoppip – Acrobatics ((11+3+[2-2]*1.5)*2/10 = 2.8 -> 3 Damage, 2 Energy)
Joltik – Chill (+12 Energy)
Joltik is hurt by poison (2 Damage)


Good game to you both. Here are your rewards:

Temperantia: 2 TC
Nyx the Drifloon: 1 EC, 2 MC, 1 DC
Iris the Hoppip: 1 EC, 2 MC, 1 DC, 1 KOC

EndQuote: 2 TC
Smudge the Gulpin: 1 EC, 2 MC, 1 DC, 1 KOC
Watt the Joltik: 1 EC, 1 MC, 1 DC, 1 KOC

jas61292: 4 RC
 
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