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Alchemator vs. Its_A_Random

Status
Not open for further replies.
Rules
Pokemon: 3v3 (B8P3
Format: Singles
DQ: 2 Days
Switch: KO
Items: OFF
Abilities: ALL
Substitutions: ONE
2 Recovers / 5 Chills

Arena
ASB Tournament Arena
Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.

Alchemator
38.png

Ninetales [Diana] (F)
  • Nature: Modest (Adds one (1) Rank to Special Attack, subtracts one (1) Rank from Attack)

Type:

  • 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 brushfire areas.

Stats:

HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 100
Size Class: 2
Weight Class: 2
Base Rank Total: 20

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

Abilities:

  • Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
  • Drought (DW UNLOCKED): (Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so.

Attacks (25):
Ember (*)
Tail Whip (*)
Roar (*)
Quick Attack (*)
Fire Spin (*)
Will-o-Wisp (*)
Confuse Ray (*)
Imprison (*)
Flame Burst (*)
Flamethrower (*)
Safeguard (*)
Disable (*)
Extrasensory (*)
Hypnosis (*)
Energy Ball (*)
Dig (*)
Dark Pulse (*)
Nasty Plot
Fire Blast
Solarbeam
Magic Coat
Hex
Bide
Endure
Pain Split
185.png

Sudowoodo [Stefan] (M)

  • Nature: Adamant (Adds one (1) Rank to Attack, subtracts one (1) Rank from Special Attack)

Type:

  • Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 30
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

Abilities:

  • 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.
  • Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
  • Rattled (DW LOCKED): (Innate) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.

Attacks (19):
Fake Tears
Copycat
Flail
Low Kick
Rock Throw
Mimic
Block
Faint Attack
Curse
Sand Tomb
Stealth Rock
Toxic
Double Team
Rock Slide
Sucker Punch
Double-Edge
Brick Break
Wood Hammer
Earthquake
571.png

Zoroark [Zeke] (M)

  • Nature: Hasty (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+17% Acc.], subtracts one (1) Rank from Defense.)

Type:


  • 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.

Stats:


HP: 90

Atk: Rank 4
Def: Rank 1 (-)
SpA: Rank 5
SpD: Rank 2
Spe: 121 (105*1.15^)
Size Class: 3
Weight Class: 4

EC:
6/6
MC:
0
DC:
N/A

Abilities:


  • Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]

Attacks (20):

Scratch
Leer
Pursuit
Fake Tears
Fury Swipes
Faint Attack
Scary Face
Taunt
Counter
Dark Pulse
Detect
Double Team
Dig
Grass Knot
Nasty Plot
U-turn
Hone Claws
Foul Play

Night Daze
Flamethrower
376.png
diamondballtransp.gif

Metagross [Orwell] (N/A)

  • Nature: Sassy (Adds one (1) Rank to Special 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:

  • [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.
  • [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.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 5
SpA: Rank 3
SpD: Rank 4 (+)
Spe: 60 (70/1.15v)
Size Class: 4
Weight Class: 9
Base Rank Total: 22

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

Abilities:

  • Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
  • Light Metal (DW UNLOCKED): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Attacks (43):
Take Down
Headbutt
Iron Defense
Iron Head
Zen Headbutt
Magnet Rise
Metal Claw
Confusion
Scary Face
Meteor Mash
Earthquake
Ice Punch
ThunderPunch
Psychic
Hammer Arm
Shadow Ball
Pursuit
Bullet Punch
Agility
Hidden Power [Fire] [6]
Grass Knot
Protect
Rain Dance
Rock Slide
Reflect
Light Screen
Endure
Double Team
Gravity
Hone Claws
Aerial Ace
Stealth Rock
Hyper Beam
Double-Edge
Signal Beam
Rock Smash
Bulldoze
Substitute
Brick Break
Signal Beam
DynamicPunch
Rest
Sleep Talk
Sludge Bomb
121.png

Starmie [Stevenson] (N/A)
  • Nature: Timid (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+20% Acc.], subtracts one (1) Rank from Attack.)
Type:
  • [Water]: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
  • [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.

Stats:

HP: 90
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 133 (115*1.15^)
Size Class: 2
Weight Class: 4
Base Rank Total: 19

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

Abilities:
  • Illuminate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds opponents, reducing their Accuracy stage by one (1). The accuracy drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Illuminate can be activated again as an Action, and will affect all opponents.
  • Natural Cure: (Innate) This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.
  • Analytic (DW Unlocked): (Innate) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.
Attacks (46):
Tackle (*)
Harden (*)
Water Gun (*)
Rapid Spin (*)
Recover (*)
Camouflage (*)
Swift (*)
Aurora Beam (*)
Supersonic (*)
Barrier (*)
Scald (*)
Thunderbolt (*)
Thunder Wave (*)
Rain Dance
Hydro Pump
Thunder
Blizzard
Light Screen
Reflect Type
Power Gem
Grass Knot
Psyshock
Reflect
Hidden Power [Fire] [7]
Double Team
Substitute
Bide
Confuse Ray
Protect
Endure
Ice Beam
Psychic
Minimize
Pain Split
Signal Beam
Hyper Beam
Cosmic Power
Toxic
Flash Cannon
Dive
Psych Up
Zap Cannon
Teleport
Surf
Flash
Role Play
542.png

Leavanny [Mercutio] (M)

  • Nature: Naughty (Adds one (1) Rank to Attack, subtracts one (1) Rank from Special Defense.)

Type:

  • [Bug]: Bug STAB; more mobility in dense brush or forest conditions. Gains an extra guaranteed attack on multi-hit moves.
  • [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.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 92
Size Class: 2
Weight Class: 2
Base Rank Total: 19

EC: 9/9
MC: 0
DC: 3/5

Abilities:

  • Swarm: (Innate) 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).
  • Chlorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
  • Overcoat (DW LOCKED): This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Attacks (22):
Tackle
String Shot
Bug Bite
Razor Leaf
Struggle Bug
Agility
Air Slash
Me First
Light Screen
SolarBeam
Payback
Endure
Bug Buzz
Camouflage
Hidden Power [Fire] [7]
GrassWhistle
Protect
False Swipe
Leaf Blade
X-Scissor
Swords Dance
Leaf Storm

Shadow Claw
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Gallade [Shakespeare] (M)

  • Nature: Impish (Adds one (1) Rank to Defense, subtracts one (1) Rank from Special Attack.)

Type:

  • [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.
  • [Fighting]: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:

HP: 100
Atk: Rank 5
Def: Rank 4 (+)
SpA: Rank 2 (-)
SpD: Rank 4
Spe: 80
Size Class: 3
Weight Class: 4
Base Rank Total: 21

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

Abilities:

  • Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.
  • Justified (DW UNLOCKED): (Innate) This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Attacks (40):
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse
Calm Mind
Disable
Encore
Will-o-Wisp
Toxic
Taunt
Reflect
Leaf Blade
Night Slash
Leer
Fury Cutter
Slash
Swords Dance
Close Combat
Psycho Cut
Pain Split
ThunderPunch
Shadow Sneak
Fire Punch
Protect
Rock Slide
Ice Punch
Endure
Imprison
Snatch
Feint
Substitute
X-Scissor
Torment
Aerial Ace
Focus Punch
Thunder Wave
Low Kick
330.png

Flygon [Faye] (F)

  • Nature: Naive (Multiplies base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. [+15% Acc.], subtracts one (1) Rank from Special Defense.)

Type:

  • [Ground]: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
  • [Dragon]: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.

Stats:

HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 115 (100*1.15^)
Size Class: 4
Weight Class: 4
Base Rank Total: 20

EC: 9/9
MC: 0
DC: N/A

Abilities:

  • Levitate: (Trait) 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. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Attacks (22):
Bite
Sand-Attack
Faint Attack
Sand Tomb
Endure
Flail
Signal Beam
SolarBeam
Bulldoze
Rock Slide
Crunch
Dig
Earth Power
Earthquake
Feint
Hidden Power [Ice] [7]
SonicBoom
Fly
Dragon Claw
Dragon Tail
Fire Blast
ThunderPunch

Its_A_Random
450.png

Hippowdon(*) [Stortamus] (M)
NATURE: Impish

TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

ABILITIES
Sand Stream: (Innate) When entering into battle, this Pokemon summons a massive Sandstorm that does not end, expending 10% of its energy to do so. It can re-summon the effect mid-battle for 9% Energy with a command.
Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

STATS
HP: 110
Atk: Rank 4
Def: Rank 5 (+)
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 47
Size Class: 4
Weight Class: 7
Base Rank Total: 20

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

ATTACKS (44)
PHYSICAL
Bite*
Body Slam*
Bulldoze
Crunch
Dig*
Earthquake*
Facade
Fire Fang
Fissure
Giga Impact
Ice Fang
Iron Head
Revenge
Return
Rock Slide*
Rock Smash
Sand Tomb*
Stone Edge
Strength
Superpower
Tackle*
Take Down*
Thunder Fang

SPECIAL
Earth Power
Spit Up

OTHER

Attract
Curse*
Double Team
Endure
Protect
Rest
Roar*
Sand-Attack*
Sandstorm
Slack Off*
Sleep Talk
Stealth Rock
Stockpile
Substitute
Swagger
Swallow
Toxic
Whirlwind
Yawn*
445.png

Garchomp [Choragon] (M)
NATURE: Mild (NC)

TYPE
Dragon
: Dragon STAB; more in touch with legendary or special auras in arenas. Able to use Thrash without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

ABILITIES
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Rough Skin (DW Unlocked): (Innate) When struck with a contact attack, this Pokemon’s abrasive skin causes pain to the opponent, dealing 25% of the damage received to the opponent.

STATS
HP: 110
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 102
Size Class: 4
Weight Class: 4
Base Rank Total: 22

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

ATTACKS (51)
PHYSICAL
Aerial Ace
Aqua Tail
Body Slam
Brick Break
Bulldoze
Crunch
Dig
Dragon Claw
Dragon Rush
Dragon Tail
Dual Chop
Earthquake
Facade
Fire Fang
Iron Head
Outrage
Poison Jab
Return
Rock Slide
Sand Tomb
Shadow Claw
Slash
Strength
Tackle
Take Down
Thrash

SPECIAL
Draco Meteor
Dragon Rage
Earth Power
Fire Blast
Flamethrower
Hidden Power (Grass 7)
Hyper Beam
Incinerate
Surf
Twister
Whirlpool

OTHER

Attract
Double Team
Endure
Hone Claws
Protect
Rest
Roar
Sand-Attack
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Swagger
Toxic
frontnormal-mcolossoil.png

Colossoil [Megawhal] (M)
NATURE: Adamant

TYPE
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

ABILITIES
Rebound
: (Can Be Activated) 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.
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Pressure (DW Unlocked): (Innate) 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.

STATS

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

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

ATTACKS (54)
PHYSICAL
Bite
Body Slam
Bounce
Brick Break
Bulldoze
Crunch
Dig
Dive
Dragon Tail
Earthquake
Fake Out
Fire Fang
Fissure
Flail
Horn Attack
Horn Drill
Knock Off
Magnitude
Megahorn
Payback
Peck
Pursuit
Rapid Spin
Retaliate
Rock Slide
Smack Down
Stone Edge
Strength
Sucker Punch
Tackle
Thunder Fang
U-Turn

SPECIAL
Bubblebeam
Dark Pulse
Mud Bomb
Mud Shot
Muddy Water
Sludge Wave

OTHER

Double Team
Encore
Endure
Leer
Protect
Quash
Rest
Roar
Sleep Talk
Snatch
Stockpile
Substitute
Swagger
Taunt
Torment
Toxic
389.png

Torterra [Firmoise] (M)
NATURE: Adamant

TYPE

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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

ABILITIES
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). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armour (DW Unlocked): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

STATS

HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 56
Size Class: 5
Weight Class: 7
Base Rank Total: 19

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

ATTACKS (44)
PHYSICAL
Bite
Body Slam
Crunch
Earthquake
Facade
Giga Impact
Iron Head
Outrage
Razor Leaf
Return
Rock Slide
Sand Tomb
Seed Bomb
Stone Edge
Strength
Superpower
Tackle
Wood Hammer

SPECIAL
Absorb
Giga Drain
Grass Knot
Leaf Storm
Mega Drain

OTHER

Attract
Block
Curse
Double Team
Endure
Leech Seed
Light Screen
Protect
Reflect
Rest
Safeguard
Sandstorm
Sleep Talk
Stealth Rock
Substitute
Swagger
Synthesis
Toxic
Wide Guard
Withdraw
Worry Seed
604.png

Eelektross [Sheeldon] (M)
NATURE: Brave (-10% Evasion)

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.

ABILITIES
Levitate
: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

STATS
HP: 100
Atk: Rank 5 (+)
Def: Rank 3
SpA: Rank 4
SpD: Rank 3
Spe: 43 (-)
Size Class: 4
Weight Class: 4
Base Rank Total: 19

EC: 9/9
MC: 0
DC: N/A

ATTACKS (41)
PHYSICAL
Acrobatics
Bind
Brick Break
Crunch
Crush Claw
Dragon Claw
Dragon Tail
Facade
Headbutt
Return
Rock Slide
Spark
Tackle
Thrash
U-Turn
Wild Charge

SPECIAL
Acid
Acid Spray
Charge Beam
Discharge
Flamethrower
Flash Cannon
Grass Knot
Hidden Power (Ground 7)
Hyper Beam
Thunder
Thunderbolt
Volt Switch
Zap Cannon

OTHER

Coil
Double Team
Gastro Acid
Hone Claws
Light Screen
Protect
Rain Dance
Rest
Roar
Substitute
Thunder Wave
Toxic
124.png

Jynx [Mobius] (F)
NATURE: Naughty

TYPE
Ice
: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
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.

ABILITIES
Oblivious
: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.
Forewarn: (Innate) This Pokemon has the ability to sense the opponents super-effective, OHKO, and explosive attacks, and has a percentage (%) chance to evade equal to one (1) plus (+) double (x2) the move's base attack power. This percentage chance (%) is applied to the attacking move's base accuracy.
Dry Skin (DW Unlocked): (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by 2. The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

STATS
HP: 100
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 17

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

ATTACKS (24)
PHYSICAL
Avalanche
Bide
Body Slam
Doubleslap
Fake Out
Heart Stamp
Ice Punch
Lick
Payback
Pound
Wake-Up Slap
Wring Out

SPECIAL
Confusion
Frost Breath
Grass Knot
Ice Beam
Powder Snow
Psychic
Psyshock
Shadow Ball

OTHER

Fake Tears
Lovely Kiss
Mean Look
Perish Song
Sing
Sweet Kiss
466.png

Electivire [Zaborg] (M)
NATURE: Mild

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.

ABILITIES
Motor Drive
: (Innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Vital Spirit (DW Unlocked): (Innate) 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.

STATS
HP: 100
Atk: Rank 5
Def: Rank 2 (-)
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

ATTACKS (22)
PHYSICAL
Cross Chop
Fire Punch
Giga Impact
Ice Punch
Low Kick
Quick Attack
Thunderpunch

SPECIAL
Discharge
Electro Ball
Focus Blast
Hidden Power (Ice 7)
Psychic
Shock Wave
Swift
Thunderbolt
Thundershock
Volt Switch

OTHER

Leer
Light Screen
Protect
Rain Dance
Substitute
479-m.png

Rotom [motoR] (-)
NATURE: Modest

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.
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.
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
Levitate
: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

STATS
HP: 90
Atk: Rank 1 2 (-)
Def: Rank 3 4
SpA: Rank 4 5 (+)
SpD: Rank 3 4
Spe: 91 87
Size Class: 1 2
Weight Class: 1 3
Base Rank Total: 16 20

EC: N/A
MC: 0
DC: N/A

ATTACKS (42)
PHYSICAL
Astonish
Secret Power
Sucker Punch

SPECIAL
Charge Beam
Dark Pulse
Discharge
Electro Ball
Hex
Hidden Power (Ground 7)
Leaf Storm
Mud-Slap
Ominous Wind
Shock Wave
Shadow Ball
Signal Beam
Thunder
Thunderbolt
Thundershock
Uproar
Volt Switch

OTHER

Charge
Confuse Ray
Double Team
Endure
Light Screen
Pain Split
Protect
Psych Up
Rain Dance
Reflect
Rest
Sleep Talk
Snatch
Spite
Substitute
Sunny Day
Swagger
Telekinesis
Thunder Wave
Toxic
Trick
Will-O-Wisp

Hey Alch, you need some working sprites..

Also good luck to you both.

Turn Order
Alchemator sends out first Pokemon.
Its_A_Random sends out first Pokemon and issues actions.
Alchemator issues actions.
deadfox081 referees.
 
Flygon, eh? Let's take the obvious route. Go, Mobius!
124.png

Alrightio Mobius, our opponent may be tricky, but we have type advantage here...

Ice Beam > Ice Punch > Ice Beam
IF (Evasive Damaging Move), THEN replace that action with Avalanche, pushing actions back IF Ice Beam was subbed.


Good Luck.
 
330.png
iaza12580338659600.gif

"A type advantage, you say? Strangely enough, I have one of those too!"

Night Daze ~ Foul Play ~ Night Daze
 
Alchemator
A--

330.png

Faye (F)
Abilities: Levitate
HP: 100
EN: 100
SPEED: 115
STAT: +15% Acc
OTHER: N/A

VS.

Its_A_Random
A--

124.png

Mobius (F)
Abilities: Oblivious, Forewarn, Dry Skin
HP: 100
EN: 100
SPEED: 95
STAT: N/A
OTHER: N/A

Kicking off the match is the quick entrance of a Flygon they like to call Faye. IAR senses an extreme weakness and looks to pounce right away as he sends out Mobius the curiously natured Jynx. Of course nothing is quite as it seems here in the ASB arena as Faye goes ahead and launches some other mons signature move by Night Dazing the unsuspecting Jynx for some very heavy damage. Mobius is a little slow to catch on and fires back with an Ice Beam that sure would have hit a Flygon pretty hard. That said the damage it does to whatever this creature may be is still above average.

Fortunately for Mobius she appears to have caught on now, so much indeed that her inner senses Forewarn her about the imcoming blow and she dodges away from the oponent's Foul Play completely! All in one swift motion she launches back with an Ice Punch. That was nicely done.

The round ends out as it began with Alch's mystery man launching another Night Daze at the horribly-weak-to-it Jynx. To make it even worse the absurdly good secondary effect kicks in and Jynx too suffers from an accuracy drop. She is able to fight through the daze momentarily as a second Ice Beam finds its mark.

To close out the round the faux Flygon shimmers with a strange hue and turns back into Zeke the Zoroark! Mind you we had all figured that out a little while ago..


Alchemator
A--

571.png

Zeke (M)
Abilities: Illusion
HP: 44
EN: 82
SPEED: 121
STAT: +17% Acc
OTHER: N/A

VS.

Its_A_Random
A--

124.png

Mobius (F)
Abilities: Oblivious, Forewarn, Dry Skin
HP: 50
EN: 83
SPEED: 95
STAT: -1 Acc
OTHER: N/A

Action 1
Faye?: Night Daze > HIT [<=930] 222/10000: YES | CRIT [<=63] 147/1000: NO | ACC DROP [<=400] 465/1000: NO > (9 + 3 + (5-2)*1.5)*1.5 = 24.75 = 25 [25 DMG] [6 EN]
Mobius: Ice Beam > CRIT [<=63] 996/1000: NO | FREEZE [<=100] 310/1000: NO > (10 + 3 + (4-2)*1.5) = 16 [16 DMG] [6 EN]

Action 2
Faye?: Foul Play > HIT [<=960] 999/10000: NO > The attack missed! [6 EN]
Mobius: Ice Punch > CRIT [<=63] 569/1000: NO | FREEZE [<=100] 254/1000: NO > (8 + 3 + (3-1)*1.5) = 14 [14 DMG] [5 EN]

Action 3
Faye?: Night Daze > HIT [<=930] 892/10000: YES | CRIT [<=63] 659/1000: NO | ACC DROP [<=400] 316/1000: NO > (9 + 3 + (5-2)*1.5)*1.5 = 24.75 = 25 > Mobius' Accuracy fell! [25 DMG] [6 EN]
Mobius: Ice Beam > HIT [<=750] 668/1000: YES | CRIT [<=63] 159/1000: NO | FREEZE [<=100] 659/1000: NO > (10 + 3 + (4-2)*1.5) = 16 [16 DMG] [6 EN]

The illusion was broken! > Zeke was revealed!

Turn Order
Alchemator issues actions.
Its_A_Random issues actions.
deadfox081 referees.​
 
571.png
iaza12580338659600.gif

"Curses! Off by a sliver!"

Flamethrower ~ Night Daze ~ Flamethrower
If he uses Fake Out, Detect on the first instance and push actions back.
 
Yay, Zoroark...Let's see how you handle this!

Bide
> Hold > Release

Also, any reason why we're not using the new rounding system? ja
 
Alchemator
A--

571.png

Zeke (M)
Abilities: Illusion
HP: 44
EN: 82
SPEED: 121
STAT: +17% Acc
OTHER: N/A

VS.

Its_A_Random
A--

124.png

Mobius (F)
Abilities: Oblivious, Forewarn, Dry Skin
HP: 50
EN: 83
SPEED: 95
STAT: -1 Acc
OTHER: N/A

With that silly Illusion business out of the way we are able to get right down to it in this second round. Jynx knows it cannot win a damage war with this type disadvantage, but her species age means she has access to that ultimate catch all move: Bide. The unsuspecting Zoroark is now the victim of some surprise attacking of his own and a Flamethrower may work right into IAR's strategy. Perhaps he didn't account for the added bonus granted by Mobius' Dry Skin though?

Zeke has one more chance to knock out the maiden before the surely devastating energy is released... and wouldn't you know it that another Night Daze does just the right amount of damage! The stroke of fortune (or perhaps stellar calculations) sees Zeke standing in rather good stead for any and all new opponents, but with the knowledge that Alch is now locked into Faye as one of his future participants the Random may look to exploit this.


Alchemator
A--

571.png

Zeke (M)
Abilities: Illusion
HP: 44
EN: 69
SPEED: 121
STAT: +17% Acc
OTHER: N/A

VS.

Its_A_Random
X--

124.png

Mobius (F)
Abilities: Oblivious, Forewarn, Dry Skin
HP: 0
EN: 83
SPEED: 95
STAT: N/A
OTHER: N/A

Action 1
Mobius: Bide > Mobius started storing energy!
Zeke: Flamethrower > HIT [<=960] 573/1000: YES | CRIT [<=63] 385/1000: NO | BURN [<=100] 977/1000: NO > (10 + 2 + (5-2)*1.5)*1.5 = 24.75 = 25 [25 DMG] [7 EN]

Action 2
Mobius: Mobius is storing energy!
Zeke: Night Daze > HIT [<=930] 126/10000: YES | CRIT [<=63] 758/1000: NO | ACC DROP [<=400] 933/1000: NO > (9 + 3 + (5-2)*1.5)*1.5 = 24.75 = 25 [25 DMG] [6 EN]

Mobius was knocked out!
As an aside: this situation is another reason I dislike the new rounding rules. WIth those in effect it would be ambiguous as to whether Jynx would be knocked out before or after getting Bide off. Just sharing a train of though...

Turn Order
Its_A_Random sends in new Pokemon and issues actions.
Alchemator issues actions.
deadfox081 referees.​
 
Dear ASB Gods, oh why, oh why, oh why, Is my record at the ASB Arena, AND my record against English users, SO FREAKING SHIT??? Oh, It's my fault? Nevermind...

Go Choragon!
445.png

Earthquake > Bulldoze > Earthquake
IF Counter, THEN Earth Power that action
 
571.png
iaza12580338659600.gif

"Ugh, this is a difficult foe -- do what you can."

Night Daze ~ Foul Play + Foul Play ~ Cooldown (Night Daze)
 
Alchemator
A--

571.png

Zeke (M)
Abilities: Illusion
HP: 44
EN: 69
SPEED: 121
STAT: +17% Acc
OTHER: N/A

VS.

Its_A_Random
XA-

445.png

Choragon (M)
Abilities: Sand Veil, Rough Skin
HP: 110
EN: 100
SPEED: 102
STAT: N/A
OTHER: N/A

Swiftly replacing the poor mismatched Jynx is a sheer powerhouse in the form of Choragon the Garchomp! Zeke is still faster than the pseudo-legendary and immediately launches with his signature Night Daze. Much to Alch's chagrin the stupidly high effect chance does not pay off this time and Choragon will be able to continue unhindered. He does so right away with a massive Earthquake that hurts Zeke immensly. Then again he is almost the definition of frail.

Choragon is given a strange opportunity to act first and quickly makes sure it will be near permanent. He Bulldozes right through the trickster and leaves him much slower for the trouble. Not that it matters a whole lot given Zeke is clearly hell bent on simply doing all he can in one hit before going out. The Super Foul Play that he unleashes achieves this goal, and actually puts the bulky dragon down to a very nice HP total for whoever Alch may next send out to deal with him.

Unfortunately the move does cause Zeke to contact Choragon's Rough Skin and almost knock him out from that alone. Of course whatever small remaining health he had was quickly removed with another horrible Earthquake... Bye bye Zeke, you did very well for yourself though.


Alchemator
X--

571.png

Zeke (M)
Abilities: Illusion
HP: -17
EN: 28
SPEED: 121 (69)
STAT: +17% Acc, -1 Spe
OTHER: N/A

VS.

Its_A_Random
XA-

445.png

Choragon (M)
Abilities: Sand Veil, Rough Skin
HP: 65
EN: 84
SPEED: 102
STAT: N/A
OTHER: N/A

Action 1
Zeke: Night Daze > HIT [<=950] 335/10000: YES | CRIT [<=63] 794/1000: NO | ACC DROP [<=400] 967/1000: NO > (9 + 3 + (5-3)*1.5) = 15 [15 DMG] [10 EN]
Choragon: Earthquake > CRIT [<=63] 224/1000: NO > (10 + 3 + (5-1)*1.5) = 19 [19 DMG] [6 EN]

Action 2
Choragon: Bulldoze > CRIT [<=63] 856/1000: NO > (6 + 3 + (5-1)*1.5) = 15 > Zeke's speed fell! [15 DMG] [4 EN]
Zeke: Super Foul Play > CRIT [<=63] 390/1000: NO > (10*2.25 + 3 + (5-2)*1.5) = 30 > Choragon's Rough Skin hurt Zeke! > 30*.25 = 7.5 = 8 [30 DMG] [8 RECOIL] [31 EN]

Action 3
Zeke: Zeke needs to cooldown!
Choragon: Earthquake > CRIT [<=63] 370/1000: NO > (10 + 3 + (5-1)*1.5) = 19 [19 DMG] [6 EN]

Zeke was knocked out!

Turn Order
Alchemator sends in new Pokemon and issues actions.
Its_A_Random issues actions.
deadfox081 referees.​
 
"This will certainly be a difficult battle. Go, Faye!"
330.png
iaza12580338659600.gif

"No, seriously."

Hidden Power Ice ~ Dragon Claw ~ Hidden Power Ice
If he uses a damaging Dragon-type move, avoid it with Fly on the first instance.
 
Let's deal huge damage while we can! Good thing HP Ice is so underwhelming against you after doing calcs! ^_^

Outrage > Outrage > Outrage
 
Alchemator
XA-

330.png

Faye (F)
Abilities: Levitate
HP: 100
EN: 100
SPEED: 115
STAT: +15% Acc
OTHER: N/A

VS.

Its_A_Random
XA-

445.png

Choragon (M)
Abilities: Sand Veil, Rough Skin
HP: 65
EN: 84
SPEED: 102
STAT: N/A
OTHER: N/A

Knowing that he is locked into using hit Flygon at some stage in this match Alch goes ahead and sends Faye out right away to save an element of surprise for later. So you all know what that means... a Dragon showdown!

Choragon launches right into the most devastating of Dragon typed assaults and Outrages all over the place. Sensing imminent danger Faye Flies out of the way of the first blow. However the lacklustre damage her evasive move hits back with is somewhat a worry.

Knowing it might be best to match strength with strength Faye fires back with a Dragon Claw . Unfortunately the strength of the move backfires on her somewhat and the damage from Garchomp's Rough Skin begins to add up. The shark is just raging away and hitting poor Faye super hard.

Faye decides to back off with the close contact and instead fires a beam of Hidden Power that taps into Choragon's severe weakness. That said the overall damage of the move is rather disappointing. After one more whack Choragon finally calms down, and becomes really confused as a result of his exhertion. Looks like Faye's time to pounce.


Alchemator
XA-

330.png

Faye (F)
Abilities: Levitate
HP: 33
EN: 79
SPEED: 115
STAT: +15% Acc
OTHER: N/A

VS.

Its_A_Random
XA-

445.png

Choragon (M)
Abilities: Sand Veil, Rough Skin
HP: 16
EN: 63
SPEED: 102
STAT: N/A
OTHER: Confused (4a)

Action 1
Faye: Faye flew up into the air!
Choragon: Outrage > The attack missed! [7 EN]
Faye: Fly > CRIT [<=63] 754/1000: NO > (9 + (4-2)*1.5) = 12 > Choragon's Rough Skin hurt Faye! > 12*.25 = 4 [12 DMG] [4 RECOIL] [11 EN]

Action 2
Faye: Dragon Claw > CRIT [<=63] 327/1000: NO > (8 + 3 + (4-2)*1.5)*1.5 = 21 > Choragon's Rough Skin hurt Faye! > 21*.25 = 5.25 = 5 [21 DMG] [5 RECOIL] [5 EN]
Choragon: Outrage > CRIT [<=63] 980/1000: NO > (12 + 3 + (5-2)*1.5)*1.5 = 29.25 = 29 [29 DMG] [7 EN]

Action 3
Faye: Hidden Power > CRIT [<=63] 426/1000: NO > (7 + (3-3)*1.5)*2.25 = 15.75 = 16 [16 DMG] [5 EN]
Choragon: Outrage > CRIT [<=63] 416/1000: NO > (12 + 3 + (5-2)*1.5)*1.5 = 29.25 = 29 [29 DMG] [7 EN]
Choragon calmed down! > DURATION [2:3:4] 783/1000: 4a > Choragon became severly confused!

Turn Order
Its_A_Random issues actions.
Alchemator issues actions.
deadfox081 referees.​
 
Let's try...

Endure > Dragon Claw > Dragon Claw
IF (Evasive Damaging Move) without suspense when Dragon Claw is issued, THEN Dragon Tail that action

IF Sand Tomb, THEN go cry in a corner

Hope this works despite confusion...
 
330.png
iaza12580338659600.gif

"I suppose this is our only option."

Sand Tomb ~ Dragon Claw ~ Dragon Claw
If Garchomp hits itself in confusion A1, use Dragon Claw instead.
 
Alchemator
XA-

330.png

Faye (F)
Abilities: Levitate
HP: 33
EN: 79
SPEED: 115
STAT: +15% Acc
OTHER: N/A

VS.

Its_A_Random
XA-

445.png

Choragon (M)
Abilities: Sand Veil, Rough Skin
HP: 16
EN: 63
SPEED: 102
STAT: N/A
OTHER: Confused (4a)

Despite IAR's clearest orders and quite frankly the natural instinct of self preservation, Choragon is unable to regain his composure for long enough to possibly save his hide and a swift Dragon Claw from Faye sees the Random one forced to send out his final Pokemon. At least said hide was a little Rough still and made sure that Faye is severely weakened for whomever is to come.

Alchemator
XA-

330.png

Faye (F)
Abilities: Levitate
HP: 28
EN: 74
SPEED: 115
STAT: +15% Acc
OTHER: N/A

VS.

Its_A_Random
XX-

445.png

Choragon (M)
Abilities: Sand Veil, Rough Skin
HP: -14
EN: 60
SPEED: 102
STAT: N/A
OTHER: Confused (2a)

Action 1
Choragon: HIT SELF [<=500] 221/1000: YES > Choragon hit itself in confusion! > (4 + (5-2)*1.5) = 8.5 = 9 [9 DMG] [3 EN]
Faye: Dragon Claw > CRIT [<=63] 546/1000: NO > (8 + 3 + (4-2)*1.5)*1.5 = 21 > Choragon's Rough Skin hurt Faye! > 21*0.25 = 5.25 = 5 [21 DMG] [5 RECOIL] [5 EN]
Choragon was knocked out!

Turn Order
Its_A_Random sends in new Pokemon.
Alchemator issues actions.
Its_A_Random issues actions.
deadfox081 referees.​
 
330.png
iaza12580338659600.gif

"Fight hard until the end!"

Dig ~ Sand Tomb ~ Dig
If Sheeldon uses a Dragon-type damaging combo, use Dig + Dig on that action.
 
Alchemator
XA-

330.png

Faye (F)
Abilities: Levitate
HP: 28
EN: 74
SPEED: 115
STAT: +15% Acc
OTHER: N/A

VS.

Its_A_Random
XXA

604.png

Sheeldon (M)
Abilities: Levitate
HP: 100
EN: 100
SPEED: 43
STAT: -10% Eva
OTHER: N/A

With Alch having such a large array of Pokemon still to choose from it is absolutely crucial that IAR gets this final send out right. In what is perhaps a surprising move to some he chooses to go with the electric eel he calls Sheeldon. I guess that apparent lack of weaknesses may have been the deciding factor here.

Of course that train of thought is immediately blown away by Faye scoffing at the idea and using her Levitating skills to Dig right into Sheeldon. The eel has a trick of its own in order though as he uses the extreme negative priority of the move to ensure his Dragon Tail is able to hit despite the atempt to dodge.

Faye tries to leave a lasting memory of herself for the other floater in the form of a trapping Sand Tomb. Sheeldon knows just what to do to escape such a move though and does so with a U-Turn that also carried exactly the same amount of force to knock Faye out! Its skills and tactics like that which will be needed to see Sheeldon through the final opponent and onto victory.


Alchemator
XX-

330.png

Faye (F)
Abilities: Levitate
HP: 0
EN: 61
SPEED: 115
STAT: +15% Acc
OTHER: N/A

VS.

Its_A_Random
XXA

604.png

Sheeldon (M)
Abilities: Levitate
HP: 68
EN: 90
SPEED: 43
STAT: -10% Eva
OTHER: N/A

Action 1
Faye: Faye dug underground!
Faye: Dig > CRIT [<=63] 637/1000: NO > (8 + 3 + (4-3)*1.5)*1.5 = 18.75 = 19 [19 DMG] [9 EN]
Sheeldon: Dragon Tail > HIT [<=900] 666/1000: YES (foreshadowing?) | CRIT [<=63] 223/1000: NO > (6 + (5-2)*1.5)*1.5 = 15.75 = 16 [16 DMG] [5 EN]

Action 2
Faye: Sand Tomb > CRIT [<=63] 780/1000: NO > (4 + 3 + (4-3)*1.5)*1.5 = 12.75 = 13 > Sheeldon became trapped in a Sand Tomb! [13 DMG] [4 EN]
Sheeldon: U-Turn > CRIT [<=63] 561/1000: NO > (7 + (5-2)*1.5) = 11.5 = 12 > Sheeldon U-Turned out of the Sand Tomb! (I'm ruling this possible even though the DAT does not specifically say it works) [12 DMG] [5 EN]
Faye was knocked out!

Turn Order
Alchemator sends in new Pokemon.
Its_A_Random issues actions.
Alchemator issues actions.
deadfox081 referees.​
 
"I saw Dragon Tail coming, but I guess that's the problem with only having one sub! Orwell!"

376.png
iaza12580338659600.gif

"Show 'em what you've got!"
 
So many moves...

Flamethrower
> Hidden Power > Flamethrower
IF Light Screen, THEN Brick Break that action, pushing actions back IF Flamethrower was subbed
 
376.png
iaza12580338659600.gif

"It's time to fashion this delinquent into Airstrip One!"


Gravity ~ DynamicPunch ~ Earthquake
 
Alchemator
XXA

376.png

Orwell (F)
Abilities: Clear Body, Light Metal
HP: 100
EN: 100
SPEED: 60
STAT: -10% Eva
OTHER: N/A

VS.

Its_A_Random
XXA

604.png

Sheeldon (M)
Abilities: Levitate
HP: 68
EN: 90
SPEED: 43
STAT: -10% Eva
OTHER: N/A

Alchemator answers this final challenge in fine style with that pseudo-legindary computer they call a Metagross. Alch's in particular is named Orwell and he sets up right away by harshly intensifying the Gravity in the arena and in the process removing Sheeldon's major strength! The now grounded eel decides it best to respond will all out force however even the best Flamethrower he can muster merely singes the hard iron skin of Orwell.

Orwell looks to take advantage of the whole time slowing down thing by launching a near perfectly accurate Dynamicpunch. The hit finds its mark and while the damage may not be immense it does leave Sheeldon as confused as I was when reading 1984 in High School. Nevertheless Sheeldon is able to keep his witts about him just long enough to unleash some Hidden Power. Too bad it once again causes muted if Super Effective damage.

It is only at the end of the round where the most obvious of post Gravity moves comes into play as Orwell rocks the entire stadium with a huge Earthquake! In fact the quake is soo huge that it snaps the eel right out of its confusion! Don't think Alch saw that one coming. Sheeldon uses his newfound composure to launch another Flamethrower and in a total stroke of luck a lick of the flames is able to get between two of the plates that form Metagross' steel body and burn him! That certainly is an amazing turn of events for IAR but as I sum up the final post round standing I have to wonder if it will be enough to save him here..


Alchemator
XXA

376.png

Orwell (F)
Abilities: Clear Body, Light Metal
HP: 57
EN: 76
SPEED: 60
STAT: -10% Eva
OTHER: Burned

VS.

Its_A_Random
XXA

604.png

Sheeldon (M)
Abilities: Levitate
HP: 35
EN: 71
SPEED: 43
STAT: -10% Eva
OTHER: N/A

GRAVITY (3 rounds)

Action 1
Orwell: Gravity > The Gravity was made intense! [9 EN]
Sheeldon: Flamethrower > CRIT [<=63] 489/1000: NO | BURN [<=100] 637/1000: NO > (10 + (4-4)*1.5)*1.5 = 15 [15 DMG] [7 EN]

Action 2
Orwell: Dynamicpunch > HIT [<=935] 274/1000: YES | CRIT [<=63] 255/1000: NO > (10 + (5-3)*1.5) = 13 > DURATION [2:3:4] 884/1000: 4a[/size] > Sheeldon became intensely confused! [13 DMG] [8 EN]
Sheeldon: HIT SELF [<=500] 688/1000: NO > Hidden Power > CRIT [<=63] 541/1000: NO > (7 + (4-4)*1.5)*1.5 = 10.5 = 11 [11 DMG] [5 EN]

Action 3
Orwell: Earthquake > CRIT [<=63] 637/1000: NO > (10 + (5-3)*1.5)*1.5 = 19.5 = 20 > Sheeldon's confusion counter was set to zero! [20 DMG] [7 EN]
Sheeldon: Sheeldon snapped out of confusion! > Flamethrower > CRIT [<=63] 951/1000: NO | BURN [<=100] 86/1000: YES > (10 + (4-4)*1.5)*1.5 = 15 > Orwell was burned! [15 DMG] [7 EN]

Orwell is hurt by the burn! [2 DMG]


Turn Order
Alchemator issues actions.
Its_A_Random issues actions.
deadfox081 referees.
 
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