The 3v3 Singles in a totally unique Arena! EndQuote vs Ziposaki! (The True SS Refs)

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Psyche, it's ASB.

The Rules said:
3v3 Singles NFEs
1 Day DQ
0 Recover/Chill
ASB Arena

Switch=KO
Items=Only for Exp. Share, Lucky Egg, etc.
Abilities=One

Ref's Condition:
I like jokes. One liners, Yo Momma jokes, Puns. Incite favour with thy ref and include a clever joke after your Orders. =]

Ziposaki's Team!

170.png

170.png

Chinchou(*) [L] (F)

Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)

Type: Water/Electric

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Abilities:

Volt Absorb: (Innate) This Pokemon absorbs all electrical attacks and instead of taking damage, recovering 50% of the damage an electrical attack would have done. A Pokemon that attacks itself with electricity to heal only recieves 25% of the damage that attack would do to itself. Thunder Wave has no effect on the Pokemon.
Illuminate: (Can Be Activated) At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.
Water Absorb (DW): (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Stats:

HP: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 67
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 4/6
MC: 1
DC: 5/5

Attacks:

Bubble(*)
Thunder Wave(*)
Supersonic(*)
Flail(*)
Water Gun(*)
Confuse Ray(*)
Spark(*)
Take Down(*)

Agility(*)
Whirlpool(*)
Shock Wave(*)
Psybeam

Thunderbolt(*)
Scald(*)
Ice Beam (*)
Signal Beam
Discharge
Surf

Total: 18

84.png

84.png

Doduo [D] (M)

Nature: Adamant (Adds * to Attack, Subtracts * from Special Attack)

Type: Normal/Flying

Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Early Bird: (Innate) 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.
Tangled Feet (DW): (Innat) (Locked) When confused, this Pokemon moves around in a haphazard manner, increasing their evasion by one (1) stage. These Pokemon will never damage themselves in confusion. If the Pokemon also has Own Tempo, The duration of confusion doubles.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 75
Size Class: 3
Weight Class: 3
Base Rank Total: 14

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

Attacks:

Peck
Growl
Pursuit
Quick Attack
Rage
Fury Attack
Tri Attack
Rage
Uproar

Faint Attack
Quick Attack
Supersonic

Return
Toxic
Facade

Total: 15

273.png

273.png

Seedot (M)

Nature: Modest (Adds * to Special Attack, Subtracts * from Attack)

Type: Grass

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.

Abilities:

Chlorophyll: (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird: (Innate) 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.
Pickpocket (DW): (Innate) (Locked) This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 30
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Attacks:

Bide
Harden
Growth
Nature Power
Synthesis

Leech Seed
Nasty Plot
Quick Attack

Shadow Ball
Toxic
Energy Ball

Total: 11



EndQuote's Team!

595.png

595.png

Joltik: Watt (F)
Nature: Rash: Adds * to Special Attack, subtracts * from Special Defense

Type:

Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Thunder breaking Protect during Rain.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 1 (-)
Spe: 65
Size Class: 1
Weight Class: 1
Base Rank Total: 13

EC: 3/6
MC: 0
DC: 3/5

Abilities:

Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm (DW): (Innate, Locked) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Attacks: (18)

String Shot (*)
Leech Life (*)
Spider Web (*)
Thunder Wave (*)
Screech (*)
Fury Cutter (*)
Electroweb (*)
Bug Bite (*)
Gastro Acid (*)
Agility

Cross Poison (*)
Disable (*)
Rock Climb (*)

Substitute (*)
Light Screen (*)
X-Scissor (*)
Energy Ball
Toxic
Hidden Power (Fire: 7)
Protect

7.png

7.png

Squirtle: Koops (M)
Nature: Relaxed: Adds * to Defense, Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) to opponent's attacks directed at this Pokemon.

Type:

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 4 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 37 (-)
Size Class: 1
Weight Class: 1
Base Rank Total: 14

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

Abilities:

Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
Rain Dish (DW): (Innate, Locked) This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action.

Attacks: (18)

Tackle
Tail Whip
Bubble
Withdraw
Water Gun
Bite
Rapid Spin
Protect
Water Pulse
Rain Dance

Counter

Mirror Coat
Yawn
Mud Sport

Scald
Toxic
Double Team
Ice Beam

608.png

608.png

Lampent: Spook (F)
Nature: Modest: Adds * to Special Attack, subtracts * from Attack

Type:

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.
Fire STAB; immune to burn, 50% reduction in freeze chance, 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 brushfire areas.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 55
Size Class: 1
Weight Class: 2
Base Rank Total: 13

EC: 5/9
MC: 0
DC: 4/5

Abilities:

Flash Fire: (Innate) 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.
Flame Body: (Innate) 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.
Shadow Tag (DW): (Innate, Locked) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Attacks: (22)

Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Night Shade
Will-O-Wisp
Flame Burst
Imprison
Curse
Pain Split
Memento

Clear Smog
Captivate
Endure

Taunt
Shadow Ball
Flamethrower
Double Team
Solarbeam
Sunny Day

Ya'll know the rules: Don't do anything too fancy, and someone tell me if you'd rather have flavour or a faster reffing. Anyway:

Ziposaki Sends Out and Specifies Ability and Item
EndQuote Sends Out, Specifies Ability and Item, Then Orders
Ziposaki Orders
I Ref

Although feel free to skip the cue, if you so choose.
 
Eh, Imma skip on flavor for this match 'cause I'm lazy. And I don't mind no flavor.

Chinchou, you're up with Volt Absorb. And items? I'm too poor for stuff like that.

Joke edit: I am not a funny person. Any other requests?
 
Alright, Spook, get out there and show off your newly-evolved form!
Hold this Exp. Share, please.
Although neither ability is particularly useful here, use Flame Body, because nobody likes being burned.

Start with a Sunny Day, to turn the weather in our favor, then launch a powerful Solarbeam directly at that Chinchou! Finish up with a Confuse Ray to spread some ghostly status.
IF an action fails, push it back.


EDIT for joke:
Luvdisc. That is all.
 
All rolls are out of 1000, just so you know. And I am very disappointed with both of you being unable to think of a joke. >:[

Pre-Round Information:
170.png

Chinchou (L) [M]
HP: 100
En: 100
Spe: 67
Stats: None
Ability: Volt Absorb
Other: None

608.png
@
Bag_Exp._Share_Sprite.png

Lampent (Spook) [F]
HP: 90
En: 100
Spe: 55
Stats: None
Ability: Flame Body
Other: None

--------------------------------

Round 1 Start!

--------------------------------

Action 1:
Chinchou: Uses Confuse Ray! (5 En) (4 | 3 | 2, rolled 4) Intense Confusion!
Lampent: (Conf. <500, rolled 548) Uses Sunny Day! (10-1 = 9 En) The Sunshine became Bright!

Action 2:
Chinchou: Uses Scald! (6-1 = 5 En) (Crit <63, rolled 57) A Critical Hit! (8+3+3-3+(3-2)*1.5)*1.5 = 18.75 = 19 Dmg!
Lampent: (Conf. <500, rolled 678) Uses SolarBeam! (8 En) (Crit <63, rolled 537) (12+(4-2)*1.5)*1.5 = 22.5 = 23 Dmg!

Action 3:
Chinchou: Uses Thunder Wave! (7-1= 6 En) Lampent is now Paralyzed! (25%) It may be unable to move!
Lampent: (Para. <250, rolled 489) (Conf. <500, rolled 463) Lampent Hurt itself in Confusion! (3 En) (4+(1-2)*1.5) = 2.5 = 3 Dmg!

End Of Round:
Lampent: Paralysis Lessens! (Now 20%), no longer Confused!

--------------------------------

Round 1 Ends!

--------------------------------


Post-Round Information:
Field Effects: Sunny (3 Rounds)

170.png

Chinchou (L) [M]
HP: 77
En: 84
Spe: 67
Stats: None
Ability: Volt Absorb
Other: None

608.png
@
Bag_Exp._Share_Sprite.png

Lampent (Spook) [F]
HP: 68
En: 80
Spe: 55 (13.75)
Stats: None
Ability: Flame Body
Other: Paralysis (20%)


Ziposaki Orders
EndQuote Orders
I Ref
EDIT: Dammit, Glitchy Keyboard. Fixed.
 
I don't think Chinchou has 7 hp, nor do I think Lampent has 800 energy.
For half a second I was like F*** YEAH GO LAMPENT lol.
 
Keep it up, Spook!
Start off with a Confuse Ray to share the hax, then Solarbeam twice for some serious damage.

Joke: This picture.
Makes me laugh every time I see it.
 
Pre-Round Information:
Field Effects: Sunny (3 Rounds)
170.png

Chinchou (L) [M]
HP: 77
En: 84
Spe: 67
Stats: None
Ability: Volt Absorb
Other: None

608.png
@
Bag_Exp._Share_Sprite.png

Lampent (Spook) [F]
HP: 68
En: 80
Spe: 55 (13.75)
Stats: None
Ability: Flame Body
Other: Paralysis (20%)

-------------------------

Round 2 Start!

-------------------------

Action 1:
Chinchou: Uses Scald! (6-1 = 5 En) (Crit <63, rolled 777) (8+3-3+(3-2)*1.5)*1.5 = 14.25 = 14 Dmg!
Lampent: (Para. <200, rolled 690) Uses Confuse Ray! (5-1= 4 En) (4 | 3 | 2, rolled 2) Slight Confusion!

Action 2:
Chinchou: (Conf. <500, rolled 841) Uses Confuse Ray! (5 En) (4 | 3 | 2, rolled 3) Severe Confusion!
Lampent: (Conf. <500, rolled 545) (Para. <200, rolled 740) Uses SolarBeam! (8 En) (Crit <63, rolled 258) (12+(4-2)*1.5)*1.5 = 22.5 = 23 Dmg!

Action 3:
Chinchou: (Conf. <500, rolled 780) Uses Scald! (6-1 = 5 En) (Crit <63, rolled 766) (8+3-3+(3-2)*1.5)*1.5 = 14.25 = 14 Dmg!
Lampent: (Conf. <500, rolled 899) (Para. <200, rolled 471) Uses SolarBeam! (8+4 = 12 En) (Crit <63, rolled 915) (12+(4-2)*1.5)*1.5 = 22.5 = 23 Dmg!

End Of Round:
Lampent:
Paralysis Lessens! (Now 15%)

-------------------------

Round 2 Ends!

-------------------------

Post-Round Information:
Field Effects: Sunny (2 Rounds)

170.png

Chinchou (L) [M]
HP: 31
En: 69
Spe: 67
Stats: None
Ability: Volt Absorb
Other: Confused (0a)

608.png
@
Bag_Exp._Share_Sprite.png

Lampent (Spook) [F]
HP: 40
En: 56
Spe: 55 (13.75)
Stats: None
Ability: Flame Body
Other: Paralysis (15%), Confused (1a)


EndQuote Orders
Ziposaki Orders
I Ref

EDIT: Ohh, for the love of God... I haven't. Dammit, I suck as a ref. This is why I leave all the calcs out for people to see. So they can see what I did (and didn't) do. All Calcs fixed.
 
Not to nitpick, SS, but did you subtract from Scald because of the sun?

Lampent, you've done well against a type disadvantage, so try to survive!
Endure ~ Solarbeam+Solarbeam Combo ~ Solarbeam
IF he uses Agility evasively on a2, use Fire Spin to trap him so he cannot dodge the final Solarbeam.

EDIT for joke:
I wish it was Monday so I could say "Happy Punday" with the link.
Happy Tuesday anyway. Pun.
 
Don't be sad, guess. Just because you haven't got any jokes (EndQuote, great trying). Link And I don't give a toss about your reaction, it's a cute picture.

Pre-Round Information:
Field Effects: Sunny (2 Rounds)

170.png

Chinchou (L) [M]
HP: 31
En: 69
Spe: 67
Stats: None
Ability: Volt Absorb
Other: Confused (0a)

608.png
@
Bag_Exp._Share_Sprite.png

Lampent (Spook) [F]
HP: 40
En: 56
Spe: 55 (13.75)
Stats: None
Ability: Flame Body
Other: Paralysis (15%), Confused (1a)

-------------------------

Round 2 Start!

-------------------------

Action 1:
Lampent:
(Para. <150, rolled 875) (Conf. <500, rolled 443) Lampent Hurt itself in Confusion! (3 En) (4+(1-2)*1.5) = 2.5 = 3 Dmg!
Chinchou: Snapped out of its Confusion! Uses Scald! (6-1+4 = 9 En) (Crit <63, rolled 545) (8+3-3+(3-2)*1.5)*1.5 = 14.25 = 14 Dmg!


Action 2:
Chinchou: Uses Scald! (6-1+8 = 13 En) (Crit <63, rolled 817) (8+3-3+(3-2)*1.5)*1.5 = 14.25 = 14 Dmg!
Lampent: Snapped Out of its Confusion! (Para. <150, rolled 812) Uses SolarBeam/SolarBeam Combination! (40 En) (Crit <63, rolled 114) (27+(4-2)*1.5)*1.5 = 45 Dmg! Chinchou Fainted!

End Of Round:
Lampent:
Paralysis Lessens! (Now 10%)

-------------------------

Round 2 Ends!

-------------------------

Post-Round Information:
Field Effects: Sunny (1 Round)

170.png

Chinchou (L) [M]
HP: -14 (KO'd)
En: 47
Spe: 67
Stats: None
Ability: Volt Absorb
Other: KO'd!

608.png
@
Bag_Exp._Share_Sprite.png

Lampent (Spook) [F]
HP: 9
En: 13
Spe: 55 (13.75)
Stats: None
Ability: Flame Body
Other: Paralysis (10%)

Ziposaki Sends Out, Equips Item, And Orders
EndQuote Orders
I Ref


Hopefully no mistakes this time.
 
D, you're up. You get nothing 'cause I'm still poor. And aren't I supposed to specify ability? Early Bird, then, I guess.

Faint Attack till it faints
 
Spook, there certainly isn't much you can do except inflict a burn.
Here's the plan:
I want you to use Flamethrower on yourself as Doduo closes in for the kill.
Try to use the flames to increase your outside temperature (Already sky-high because of Flame Body) to absolutely blazing, to roast that bird!
Although you are slower, it should (hypothetically) take less time to superheat yourself than for Doduo to run across and use Faint Attack.

No matter how it ends, you fought bravely. :)
 
Because I enjoy your use of Roleplaying, it'll work. However, the suspense comes from whether Para will be kind to you.
Pre-Round Information:

84.png

Doduo (D) [M]
HP:
90
En: 100
Spe: 75
Stats: None
Ability: Early Bird
Other: None

608.png
@
Bag_Exp._Share_Sprite.png

Lampent (Spook) [F]
HP: 9
En: 13
Spe: 55 (13.75)
Stats: None
Ability: Flame Body
Other: Paralysis (10%)

-------------------------

Round 3 Start!

-------------------------

Action 1:
Lampent:
(Para. <100, rolled 416) Lampent used Flamethrower to Intensify it's Flame Body! (7-1= 6 En) (5+3+(4-2)*1.5) = 7.37 = 7 Dmg! Flame Body Effect Doubled!
Doduo: Uses Faint Attack! (4 En) (Crit <63, rolled 356) (6+(4-2)*1.5)*1.5 = 13.5 = 14 Dmg! (Burn <600, rolled 501) Doduo is now burned!

-------------------------

Round 3 Ends!

-------------------------


84.png

Doduo (D) [M]
HP:
90
En: 96
Spe: 75
Stats: None
Ability: Early Bird
Other: Burned

608.png
@
Bag_Exp._Share_Sprite.png

Lampent (Spook) [F]
HP: -12 (KO'd)
En: 7
Spe: 55 (13.75)
Stats: None
Ability: Flame Body
Other: KO'd!

EndQuote Sends Out, Specifies Ability and Item, then Orders
Ziposaki Orders
I Ref


Today's Challenge: Smack Talk. Winner gets a free +12 En.
 
Great job, Spook!

Go, Koops! Use Torrent, please, though it is your only ability.

Start off with a Toxic, then Water Pulse and hope for confusion, then finish up with your strongest Ice Beam!

Smack Talk: We're gonna hit you so hard your heads will spin!
Get it? Heads?

(I...I'm really not very good at this...)
 
Burn is annoying. Let's spam Facade to take advantage!

Facade>Toxic>Facade


Smack Talk: (I stink at this too.) We're gonna drill and pound you into the ground and bury you alive!
 
Your smack talk... :evan: No worries. You both were equally as successful as each other.

Pre-Round Information:
84.png

Doduo (D) [M]
HP:
90
En: 96
Spe: 75
Stats: None
Ability: Early Bird
Other: Burned

7.png

Squirtle (Koops) [M]
HP:
90
En: 100
Spe: 37
Stats: -10 Eva.
Ability: Torrent
Other: None

-------------------------

Round 4 Start!

-------------------------

Action 1:
Doduo:
Uses Facade! (8-1= 7 En) (Crit <63, rolled 686) (14+3-3+(4-4)*1.5) = 14 Dmg!
Squirtle: Uses Toxic! (7 En) (Miss <100, rolled 794) Doduo is now Badly Poisoned!

Between Actions:
Doduo:
-3HP!

Action 2:
Doduo:
Uses Toxic! (7 En) Squirtle is now Badly Poisoned!
Squirtle: Uses Water Pulse! (5-1 = 4 En) (Crit <63, rolled 963) (6+3+(2-2)*1.5) = 9 Dmg! (Conf. <200, rolled 165) (4 | 3 | 2, rolled 3) Doduo is Severely Confused!

Between Actions:
Doduo:
-3HP!
Squirtle: -1HP!

Action 3:
Doduo:
(Conf. <500, rolled 233) Doduo hurt itself in Confusion! (4-3+(4-2)*1.5) = 4 Dmg!
Squirtle: Uses Ice Beam! (7 En) (Crit <63, rolled 186) (10+(2-2)*1.5)*1.5 = 15 Dmg! (Frez. <100, rolled 798)

End of Round:
Doduo:
-3HP! Poison Worsens! +12 En!
Squirtle: -1HP! Poison Worsens! +12 En!


-------------------------

Round 4 Ends!

-------------------------


84.png

Doduo (D) [M]
HP:
53
En: 91
Spe: 75
Stats: None
Ability: Early Bird
Other: Burned, Poisoned (-2HP Next Round), Confused (0a)

7.png

Squirtle (Koops) [M]
HP:
74
En: 94
Spe: 37
Stats: -10 Eva.
Ability: Torrent
Other: Poisoned (-2HP Next Round)

Sorry for lateness, IRL things. If I missed anything or made mistakes, please tell me.

Ziposaki Orders
EndQuote Orders
I Ref


Today's Challenge: The best song you can think of. Post a Youtube link, and reasoning why it's the best around.
 
Koops, you're doing great, considering this is your first real battle!

Start off by Withdrawing into your shell, retracting your tail, limbs, and head!
The Supersonic waves should, hypothetically, bounce off!
Then, from inside your shell, deliver two Ice-cold Beams.

IF Withdraw would not block Supersonic, replace your actions with Ice Beam ~ Protect ~ Ice Beam


If we're going with video-game-related music, I'll turn to a WiiWare classic.
This version of World of Goo's Red Carpet Extend-o-Matic is an odd mix of catchy and beautiful, and the total pick-up at the one-minute mark rocks my socks.
It's unendingly catchy, the vocalist sings her hypothetical heart out, and it remains one of my favorite video-game themes.
(The other two can be found by clicking the punctuation in my signature)

In other news, I, too, love Pikmin.
 
Wow, a challenge that you both actually pulled off well. I like this. =]

As for your Withdraw tactic, I decided that it wouldn't of worked. Vibrations that are loud enough to throw a pokemon into a state of confusion will still be heard from inside of a shell, perhaps even more because of the hollow spaces between them.

Pre-Round Information:

84.png

Doduo (D) [M]
HP:
53
En: 91
Spe: 75
Stats: None
Ability: Early Bird
Other: Burned, Poisoned (-2HP), Confused (0a)

7.png

Squirtle (Koops) [M]
HP:
74
En: 94
Spe: 37
Stats: -10 Eva.
Ability: Torrent
Other: Poisoned (-2HP)

-------------------------

Round 4 Start!

-------------------------

Action 1:
Doduo:
Snapped out of Confusion! Uses Facade! (8-1= 7 En) (Crit <63, rolled 738) (14+3-3+(4-4)*1.5) = 14 Dmg!
Squirtle: Uses Ice Beam! (7+4= 11 En) (Crit <63, rolled 514) (10+(2-2)*1.5)*1.5 = 15 Dmg! (Frez. <100, rolled 429)

Between Actions:
Doduo:
-4HP!
Squirtle: -2HP!

Action 2:
Squirtle: Uses Protect! (7 En) Squirtle protected itself!
Doduo: Uses Supersonic! (4-1= 3 En) Squirtle Protected itself!


Between Actions:
Doduo:
-4HP!
Squirtle: -2HP!

Action 3:
Doduo:
Uses Facade! (8-1= 7 En) (Crit <63, rolled 19) A Critical Hit! (14+3+3-3+(4-4)*1.5) = 17 Dmg!
Squirtle: Uses Ice Beam! (7 En) (Crit <63, rolled 416) (10+(2-2)*1.5)*1.5 = 15 Dmg! (Frez. <100, rolled 886)

End of Round:
Doduo:
-4HP! Poison Worsens!
Squirtle: -2HP! Poison Worsens!


-------------------------

Round 4 Ends!

-------------------------

Post-Round Information:

84.png

Doduo (D) [M]
HP:
21
En: 74
Spe: 75
Stats: None
Ability: Early Bird
Other: Burned, Poisoned (-3HP Next Round)

7.png

Squirtle (Koops) [M]
HP:
37
En: 75
Spe: 37
Stats: -10 Eva.
Ability: Torrent
Other: Poisoned (-3HP Next Round)

On careful review, and a little help from a friend, Ziposaki wins. I haven't played Pikmin, but the song truly captures cuteness with affection. You know, like a puppy. +10 HP to you. EndQuote, your song was good. Great, even. But the build-up kinda left me hanging. +6 En.

Challenge: Same as before. But it must be Classic Rock. Billy Joel, Queen, Shihad, things like that.

EndQuote Orders
Ziposaki Orders
I Ref
 
We still got this, Koops!
Start off with an Ice Beam. Then Ice Beam again. Finish him with, surprisingly, Ice Beam if he still isn't dead.
IF he uses Supersonic AND Rapid Spin would deflect the incoming waves of confusion (ref discretion) THEN replace that action with a Rapid Spin on that bird.

Aw, man, I haven't listened to Billy Joel in ages.
I have to go with Piano Man, because I can play it on harmonica and it's, well, amazing.
There's so much emotion in the lyrics, tone, and melody.
 
Quick Attack> Facade+Facade Combo> Cooldown

Song: Oh great. I've listened to a total of like 10 songs with lyrics that aren't nursery rhymes. Well, let's scan Youtube...

Ah, here. We Will Rock You. For the simple reason it was the only song I recognized. Besides for We are the Champions anyways.
 
This week: not as successful as I envisioned. Ahh well, I'll give you both a pass on that, but because the round is so short,

Post-Round Information:


84.png

Doduo (D) [M]
HP:
21
En: 74
Spe: 75
Stats: None
Ability: Early Bird
Other: Burned, Poisoned (-3HP)

7.png

Squirtle (Koops) [M]
HP:
37
En: 75
Spe: 37
Stats: -10 Eva.
Ability: Torrent
Other: Poisoned (-3HP)

-------------------------

Round 4 Start!

-------------------------

Action 1:
Doduo:
Uses Quick Attack! (3-1= 2 En) (Crit <63, rolled 563) (4+3-3+(4-4)*1.5) = 4 Dmg!
Squirtle: Uses Ice Beam! (7+4= 11 En) (Crit <63, rolled 404) (10+(2-2)*1.5)*1.5 = 15 Dmg! (Frez. <100, rolled 485)

Between Actions:
Doduo:
-5HP!
Squirtle: -3HP!


Action 2:
Squirtle: Uses Ice Beam! (7+8= 15 En) (Crit <63, rolled 404) (10+(2-2)*1.5)*1.5 = 15 Dmg! Doduo Fainted!

-------------------------

Round 4 Ends!

-------------------------

Post-Round Information:

84.png

Doduo (D) [M]
HP:
-14 (KO'd)
En: 72
Spe: 75
Stats: None
Ability: Early Bird
Other: KO'd!

7.png

Squirtle (Koops) [M]
HP:
37
En: 49
Spe: 37
Stats: -10 Eva.
Ability: Torrent
Other: Poisoned (-4HP Next Round)

And with that KO, S is now out.

273.png

Seedot (S) [M]
HP:
90
En: 100
Spe: 30
Stats: None
Abilty: To be Specified
Other: None

Ziposaki Specifies Ability, then Orders
EndQuote Orders
I Ref

For fun, give me a song that does not focus on the lyrics. Guitar solos, instrumentals, techno, whatever. Winner gets an AncientPower Boost at the start of the round.
 
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