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Old 02-08-2016, 11:50 PM
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Default Re: Stryke123 vs. Shadow11615

Stryke123 vs Shadow11615
Round 2

Challenge Rules
Format: 2 vs. 2 singles
Style: Switch
DQ: 5 days? That sounds good.
Damage cap: 27%
Banned/restricted moves: Direct Recovery moves.

Arena
imagine a dirt arena, with about 6 rocks in it. Very original I know, but I want to keep it simple.

Arena status: Unchanged.


Stryke123 (OO)
elekidVolkner the male Elekid
Health: 98% - Energy: 96%
Ability: Static - Item: N/A - Speed: 95
Status: Poisoned (toxic; 3% damage this round), asleep (100%). Under effects of Magnet Rise (3 more actions).
Condition: Might wake up when the battle actually begins, maybe.
Commands: Snore/Facade ~ Snore/Facade ~ Snore/Facade

Shadow11615 (OO)
mudkipFlop a Dop the male Mudkip
Health: 100% - Energy: 87%
Ability: Torrent- Item: N/A - Speed: 40
Status: Under effects of Mud Sport (9 more actions).
Condition: Donning the knightly suit of dirt armor.
Commands: Scald/Hail ~ Scald/Hail/Dig (down) ~ Scald/Dig (down)/Refresh/Chill/Hail

-----

Thinking carefully through the latest developments, the trainers issued more commands – be it by whispering them onto sleeping ears, be it by actually jotting down some kind of multiple-step plan. Just as such resumed the battle between the lazily drifting Elekid and the dust-truffled Mudkip.

Just as the slumbering Pokémon seemed like it couldn’t possibly be a threat... it started to snore, which reinforced that idea. Only for a moment, however; in time, the snoring began to intensify, from a bothersome volume to an unnaturally loud rumbling sound with enough intensity to stun. Desperately trying to curb the incessant noise, Flop a Dop spat a blast of boiling hot water straight into his enemy’s peaceful face, hoping that the combination drowning-burning sensation would be enough to make the cacophony end; alas, it continued on and on, leaving the poor Mudkip to abandon the fight for a brief moment, to brace himself and weather the noise for just long enough to regain his senses.

Even when he could finally bear down and focus on the fight again, Flop a Dop suddenly realized he had no idea what to do next. There was some sort of... algorithm? He’d completely his notion of where the plan would be going by that point, and the disconcerting snoring sounds definitely did not help him think of which move he should be using. Light-headed and downcast, he simply let the remainder of the round pass him by.


-----

Stryke123 (OO)
elekidVolkner the male Elekid
Health: 85% - Energy: 81%
Ability: Static - Item: N/A - Speed: 95
Status: Poisoned (toxic; 3% damage this round), asleep (75%).
Condition: Not an ounce less bored.
Performed: Snore ~ Snore ~ Snore

Shadow11615 (OO)
mudkipFlop a Dop the male Mudkip
Health: 85% - Energy: 83%
Ability: Torrent- Item: N/A - Speed: 40
Status: Under effects of Mud Sport (6 more actions).
Condition: Desperately trying to get used to the snoring.
Performed: Scald ~ flinch ~ nothing

Command resolutions, calculations, and rolls

=Action 1
-Volkner does not wake up [no roll needed].
-Commence Volkner’s Snore
*Successful hit [no roll needed]. No critical hit [96 > 5]. No secondary effect activation [67 > 30].
*5% damage is dealt to Flop a Dop. [5% * 1 + 0 + 0 * 1 = 5%]
*5% energy is spent. [2.5% + 1 - 0 = 3.5% ≈ 4%]
-Volkner’s sleep counter falls to 95%.
-2 actions remain for Magnet Rise.
-Commence Flop a Dop's Scald.
*Successful hit [no roll needed]. No critical hit [11 > 5]. No secondary effect activation [31 > 30].
*10% damage is dealt to Volkner. [8% * 1.25 + 0 + 0 * 1 = 10%]
*4% energy is spent. [4% + 1 – 1 = 4%]
*Volkner’s sleep counter falls to 85%.
-8 actions remain for Mud Sport.
-Volkner takes 1% toxic poisoning damage.
=Action 2
-Volkner does not wake up [43 < 85].
-Commence Volkner’s Snore
*Successful hit [no roll needed]. No critical hit [63 > 5]. Secondary effect activated. [30 = 30].
*5% damage is dealt to Flop a Dop. [5% * 1 + 0 + 0 * 1 = 5%]
*5% energy is spent. [2.5% + 1 - 0 = 3.5% ≈ 4%]
*Flop a Dop will flinch in this action.
-Volkner’s sleep counter falls to 80%.
-1 action remains for Magnet Rise.
-Flop a Dop flinches and cannot move.
-7 actions remain for Mud Sport.
-Volkner takes 1% toxic poisoning damage.
=Action 3
-Volkner does not wake up [54 < 80].
-Commence Volkner’s Snore
*Successful hit [no roll needed]. No critical hit [86 > 5]. No secondary effect activation. [66 > 30].
*5% damage is dealt to Flop a Dop. [5% * 1 + 0 + 0 * 1 = 5%]
*5% energy is spent. [2.5% + 1 - 0 = 3.5% ≈ 4%]
-Volkner’s sleep counter falls to 75%.
-Volkner’s Magnet Rise ends.
-Flop a Dop cannot understand his commands due to excessive conditionals and does not move.
-6 actions remain for Mud Sport.
-Volkner takes 1% toxic poisoning damage.
=Totals
-Flop a Dop has taken 15% damage and spent 4% energy. Mud Sport’s duration is at 6 actions.
-Volkner has taken 13% damage and spent 15% energy. Volkner is no longer under effects of Magnet Rise. Volkner’s sleep counter is at 75%.

Arena status: Unchanged.

Notes:
-Snore caused Flop a Dop to flinch on the second action.
-Magnet Rise’s duration ended on the third action.
-Algorithm or no, Pokémon cannot understand commands with four or more conditionals. Since Flop a Dop was given five different possible moves in the third action, he ultimately failed to pick one.
-Stryke123 commands first next round.
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