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Pokemon Battle Smash.

+3
Jazz_Duo
ZeldaFan996
Taidow
7 posters

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Pokemon Battle Smash. Empty Pokemon Battle Smash.

Post by Taidow Sun Jan 13, 2013 9:31 pm

Hello welcome to my Pokemon Battle Smash.

Here the game is a "Rental Battle."

Step 1: Obtaining Pokemon
Step 2: Deciding Match-ups
Step 3: Battling
a. Status Moves
b. Rewards

I will explain what I have in mind.

Step 1: Obtaining Pokemon

I will have 3 groups of 6 pokemon each. (Examples not actual pokemon for Round 1)

Group A:
1. ???
2. ???
3. ???
4. ???
5. ???
6. ???

Group B:
1. ???
2. ???
3. ???
4. ???
5. ???
6. ???

Group C
1. ???
2. ???
3. ???
4. ???
5. ???
6. ???

... and users will be asked to give a combination of numbers for pokemon they are willing to gamble.

For example I can call A5, B2, C3. Whatever those pokemon are, is what I get to use for the actual battle rounds. The pokemon will be predetermined prior to the picking via random.org. The movesets will too but each pokemon will get 2 level up moves, 1 TM move and 1 egg move via RNG as well, if there are no egg moves, then the last move is decided via BW2 Move Tutor list. Since I will be joining I will pick my numbers before the pokemon are selected. Whatever pokemon lands on the numbers will be mine.

Note: If the RNG lands on a legendary pokemon, it will be hit again until it doesn't. No legendaries will be used. Legendaries will be used in a bonus round if players end up drawing even after all three pokemon rounds.

Step 2: Deciding Match-ups.

Will be decided via rng as well.

ex

Round 1:
Player 2 vs Player 3
Player 1 vs Player 4

Round 2
Winner #1 vs Winner #2
Loser #1 vs Loser #2

Step 3: Battling.

This won't be as complicated as the actual games. Instead, Both players will be able to see the opponent's movelist and adjust their pokemon's move order accordingly. Trying to predict what the other will use.

Example.

I have Cyndaquil, Croconaw, and Meganium. My opponent has Yamask, Honchkrow, and Spinda. We first have to choose the first pokemon we'll send out with the four listed moves. I might send out Croconaw and my opponent chooses Yamask.

Croconaw
1. Bite
2. Ice Beam
3. Scratch
4. Crunch

Yamask
1. Shadow Ball
2. Will-o-wisp
3. Energy Ball
4. Disable

So after we both call out our pokemon and the order of the moves we want, the pokemon will battle. Each hit has default 25% of health no matter if it's super-effective. Order is dependant on the base speed of the actual pokemon.

Croconaw is faster so it's moves go first. Move priority is kept in.

Bite vs Shadow Ball - Shadow Ball is used to counter Bite but it's not very effective and Yamask takes 25% damage.
Ice Beam vs Will-o-wisp - Will-o-wisp (a fire type move ) is used to counter Ice Beam and cancels out the ice move creating steam. No one takes damage.
Scratch vs Energy Ball - Scratch is not effective on Yamask but Energy Ball is to Croconaw. Croconaw takes 25%
Crunch vs Disable - Yamask Disables the move as it happens and no one takes damage.

Croconaw - 75% / 100%
Yamask - 75% / 100%

Draw. Then the players call out their next pokemon and moves. Whoever wins 2 out of 3 times wins. The two winners and the two losers take each other on to decide the final rankings. New pokemon are then chosen the same way as the start of Round 1.

Status Moves
Secondary effects of actual moves might take place depending on the % in game, if it's 30% then if the rng gives a 1, 2, or 3 out of 10, then the opponent will be paralyzed.

Sleep/Frozen - A pokemon falls asleep/is frozen and has a chance to wake up/thaw out if it rolls a 1 out of 2 in a RNG in each move round. It may wake up the same round it is put to sleep if it moves after the opponent.
Poison - A pokemon takes 5% damage each round.
Badly Poisoned - A pokemon takes 5% the first round and 10% the second, 15% the third, and 20% the fourth.
Burn - A pokemon takes 5% each round. Attack damage is reduced to 20%.

Stat Drops and Raises.

HP - Heal - Depends on move [Rest is 100%, Roost is 50%] I'll put it in brackets when the movesets are revealed.
+5% each stat raise
-5% each stat lowered

I'll be more specific in the actual rounds.

Rewards
If the admins agree with my rewards then cool, if not they can edit it if it's too much. They'll be the oens to actually give them out so it's their final decision.

1st Place - 20 Smash Points.
2nd Place - 15 Smash Points.
3rd Place - 10 Smash Points.
4th Place - 5 Smash Points.

Questions. If you have any questions let's discuss them.

Players
1. Taidow
2.
3.
4.

We'll start the first Round once we have all four players. I'll choose my first three numbers now before the pokemon are selected, A4, B6, C1, other players can say their numbers as they register but I will be starting to RNG the pokemon and their move sets now.

EDIT: I will please ask that who ever joins is active enough to check the game thread frequently.


Last edited by Taidow on Tue Mar 12, 2013 4:04 pm; edited 4 times in total
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Post by ZeldaFan996 Sun Jan 13, 2013 9:35 pm

Count me in! I love these games that members are posting.
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Post by Taidow Sun Jan 13, 2013 10:39 pm

ZeldaFan you can call a combination of three numbers.

Group A:
1. ???
2. ???
3. ???
4. ??? [Taidow]
5. ???
6. ???

Group B:
1. ???
2. ???
3. ???
4. ???
5. ???
6. ??? [Taidow]

Group C
1. ??? [Taidow]
2. ???
3. ???
4. ???
5. ???
6. ???
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Post by Jazz_Duo Mon Jan 14, 2013 12:13 am

Taidow wrote:ZeldaFan you can call a combination of three numbers.

Group A:
1. ???
2. ???
3. ???
4. ??? [Taidow]
5. ???
6. ???

Group B:
1. ???
2. ???
3. ???
4. ???
5. ???
6. ??? [Taidow]

Group C
1. ??? [Taidow]
2. ???
3. ???
4. ???
5. ???
6. ???

I wanna join!!! Let's see here...

A: 5
B: 2
C: 4
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Post by ZeldaFan996 Mon Jan 14, 2013 1:13 am

1,1, and 6.
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Post by Taidow Mon Jan 14, 2013 1:18 am

One more player. After that I'll post the pokemon and more clear tips and advice.
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Post by Rollupntraff Mon Jan 14, 2013 2:29 pm

I guess I'll join! 2,5, and 3.
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Post by Taidow Mon Jan 14, 2013 6:27 pm

Okay. Here are the pokemon that were chosen by the random number generator.

Group A:
1. Hitmontop [Zef]
2. Ampharos [Roll]
3. Lickitung
4. Gyarados [Taidow]
5. Herdier [Jazz]
6. Dragonair

Group B:
1. Muk [Zef]
2. Rhyperior [Jazz]
3. Starly
4. Swanna
5. Bellsprout [Roll]
6. Kirlia [Taidow]

Group C
1. Magneton [Taidow]
2. Snivy
3. Metagross [Roll]
4. Lucario [Jazz]
5. Zubat
6. Quagsire [Zef]

Player 1: Taidow

Pokemon Battle Smash. 130
Base Speed: 81
Thrash (Does 25% damage each turn. 2-3 turns, decided by RNG, confused afterwards.)
Twister (Does 25% and has a 20% chance to flinch the defending opponent, 1 or 2 out of 10 in the RNG)
Sandstorm (Causes a sandstorm that causes 5% damage to non Rock/Steel/Ground types. Lasts for 4 or 5 Rounds)
Uproar (Does 25% damage each turn. 2-4 turns, decided by RNG)

Pokemon Battle Smash. 281
Base Speed: 50
Heal Pulse (Heals the opponent 50%)
Growl (Lowers the opponent's attack to 20% instead of 25%)
Taunt (opponent can't use attacking moves for 1-2 turns)
Encore (Makes the opponent repeat their last move for 1-2 turns)

Pokemon Battle Smash. 082
Base Speed: 70
Gyro Ball (causes 10% damage if faster than foe, 25% if slower than foe)
Supersonic (Confuses opponent)
Rain Dance (Causes rain for 2-5 turns decided by RNG)
Electroweb (Causes 25%, lowers opponent's speed by 2/3)

Player 2: ZeldaFan
Pokemon Battle Smash. 237
Base Speed: 70
Gyro Ball (causes 10% damage if faster than foe, 25% if slower than foe)
Close Combat (Causes 25% damage but lowers the pokemon's defense and makes them take 30% damage instead of 25%)
Swagger (Raises the opponent's attack by to 40% but confuses it. If hit by confusion, opponent takes 20% instead of the 10%)
Mind Reader (Allows the next move to hit no matter what the opponent used to defend with.)

Pokemon Battle Smash. 089
Base Speed: 50
Sludge (Causes 25% damage and has a 30% chance of poisoning the opponent which causes 5% each turn)
Mud-slap (Causes 25% damage and has a 10% chance of making the defending pokemon miss their counterattack)
Strength (Causes 25% damage)
Shadow Sneak (Increased Priority, Causes 25% damage)

Pokemon Battle Smash. 195
Base Speed: 35
Mist (No stat drops may affect this pokemon for 4 turns)
Water Gun (Does 25% damage)
Frustration (Does 25% damage)
Recover (Recovers 50% health)

Player 3: Jazz_Duo
Pokemon Battle Smash. 507
Base Speed: 60
Odor Sleuth (Allows to hit Ghost types with normal moves)
Crunch (Does 25% and has a 20% of having the opponent take 30% damage from now on -lower defense-)
Rain Dance (Causes rain for 4-5 turns)
Lick (Causes 25% and has a 30% chance of paralyzing the opponent)

Pokemon Battle Smash. 464
Base Speed: 40
Fury Attack (Causes 5% damage for each hit 2-5 decided by rng)
Chip Away (Causes 25% no matter if the opponent has defense boosts)
Rock Slide (Causes 25% and has 30% to make the defending pokemon flinch)
Skull Bash (Tucks in head for one turn then on the second turn causes 25% raises defense causing it to take 20% instead of 25%)

Pokemon Battle Smash. 448
Base Speed: 90
Foresight (Makes ghost types be hit by normal and fighting moves)
Bone Rush (Causes 10% for 2-3 hits determined by rng)
Hidden Power [Dragon] (RNG 1-16 Types by Alphabetical order, Causes 25%)
Hi Jump Kick (Causes 25% but if it misses or is blocked by a super-effective move, user takes 15% damage)

Player 4: Rollupntraff
Pokemon Battle Smash. 181
Base Speed: 55
Thunder Wave (Paralyzes opponent)
ThunderPunch (Causes 25% and has a 10% chance to paralyze opponent)
Strength (Causes 25% damage)
Flatter (Raises the opponent's attack two-stages, by to 40% but confuses it. If hit by confusion, opponent takes 20% instead of the 10%)

Pokemon Battle Smash. 069
Base Speed: 40
Sleep Powder (Causes the opponent to sleep. May wake if it rolls a 1 out of 2 in the RNG)
Growth (Increases attack one stage (+5%), two under sun (+10%)
Substitute (Creates a substitute by using up 20% of it's health)
Encore (Makes the opponent repeat their last move for 1-2 turns)

Pokemon Battle Smash. 376
Base Speed: 70
Iron Defense (increases Defense by 10% takes 15%)
Metal Claw (Causes 25% has 10% to increase it's attack stat by 5%)
Explosion (Causes 100% to itself but causes 50% to the other pokemon)
Zen Headbutt (Causes 25% and a 20% to make defending pokemon flinch)

Round 1: Match-ups
RNG
(1 - Taidow, 2 - ZeldaFan, 3 - Jazz_Duo, 4 - Rollupntraff)

(1st Number) vs (3rd Number)
and
(2nd Number) vs (4th Number)

Taidow vs ZeldaFan

Rollupntraff vs Jazz_Duo

What one can do now

PM me what pokemon you would like to send out vs your opponent and the order of moves. Look at the next section for tips.

ZeldaFan as your opponent I promise to make my choice before you send/I open your pm.

Advice Section

~ Base Speed decides which pokemon is attacking and which is defending.
~ Moves with multiple turns take over the slots of other moves. There are only 4 move turns in each match and for example Thrash may take 3 turns in which I only really have 2 moves to use.

Example Moves
Thrash
Hydro Pump
Bounce
Flamethrower

Actual Match.

Move 1: Thrash
Move 2: Thrash
Move 3: Thrash
Move 4: Hydro Pump

That's it. Take into account the possible moves one may not use if one chooses a multi-turn move. This can be useful if you have bad moves.

~ Move Priority is still taken into account. So for example Shadow Sneak will still go first even if the user is defending.
~ Some status moves may even be used to defend if they are the correct type. For example a Will-o-wisp can protect against an Ice Beam and it would negate it. But if attacker uses something like Defense Curl, will-o-wisp would still act like a status move and only burn them.

~ One stage increases usually just increase it by 5%, same as decreases.
General Stats.
HP : 100%
Atk : 25%
Def : 25%

Let's say attacking pokemon uses Metal Claw on the first turn and increases it's attack power.

Pokemon 1
HP : 100%
Atk : 30%
Def : 25%

Pokemon 2
HP : 100%
Atk : 25%
Def : 25%

Pokemon two takes 30% as it's defense is the default number.

Let's say the opponent uses Iron Defense (+10%) right after Metal Claw hits.

Pokemon 1
HP : 100%
Atk : 30%
Def : 25%

Pokemon 2
HP : 75% (metal claw took 25%)
Atk : 25%
Def : 35%

Then the next attacking move pokemon 1 makes only does 20% as it's attack boost (+5% was negated by one stage of Iron Defense) and then the opponent still has an extra 5% defense.

Pokemon 1
HP : 100%
Atk : 30%
Def : 25%

Pokemon 2
HP : 55% (Iron Head took 20%)
Atk : 25%
Def : 35%

I hope this makes sense.

~ Use status effects wisely.

Sleep/Frozen : 1-2 Turns [May wake the same turn put to sleep if pokemon moves after the sleep is induced, same with Freeze]
Poison : 5% damage each turn so if used on turn 1, then it's a total of 20% damage.
Badly Poison : 5% > 10% > 15% > 20%.
Paralyze: Speed is reduced 25% and has a 25% of being paralyzed for a turn. 1 out of 4 in the RNG)
Attract: You actually choose the gender of your pokemon when you pm me your pokemon choice (if they can have one) if you see Attract or Captivate in any of your pokemon or your opponent's list. 50% of infatuation each turn)
Confusion : Confusion deals 5% default damage if hit. This can be increased by either raising the afflicted pokemon attack or lowering it's defense. It can't be decreased below 5% but can if the damage is ready at a higher level by lowering Attack or raising defense.

So now you must PM me the pokemon that you would like to send out first along with the numbered move list. You can't repeat the moves over.

Pokemon
1. Move
2. Move
3. Move
4. Move

You have to try to predict what your opponent will send out first and what move order they may use. Take into account base speed as that will decide if you will be attacking or defending. The process is repeated for the second and third pokemon later on. So for just now the first one. Look at the example in the first post to see what battles are like.
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Post by Shadowstrike14 Wed Jan 16, 2013 1:20 am

It would be cool to join on later rounds.
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Post by Taidow Wed Jan 16, 2013 2:38 am

Shadowstrike14 wrote:It would be cool to join on later rounds.

Sure. I'm also learning as we go about this I'm thinking if for the final match-ups or the next game, we have it so players actually post what pokemon they'll send out first but instead, I'll post a list of 6 random possible moves and the players themselves choose what four moves they would like to use. That makes it more interactive on the actual thread. People if you have any ideas feel free to mention how it can be improved.


I'm currently only waiting on ZeldaFan's pokemon choice. I made my choice.
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Post by ZeldaFan996 Wed Jan 16, 2013 2:24 pm

Alright, moves sent, so go ahead and post the results!
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Post by Taidow Wed Jan 16, 2013 5:31 pm

Okay

Match #1: Taidow vs ZeldaFan

Magneton
1. Supersonic
2. Gyro Ball
3. Electro Web
4. Rain Dance

I'll send out Hitmontop.

1. Mind Reader
2. Close Combat
3. Gyro Ball
4. Swagger

Base Speed: 70 vs 70 Both pokemon are the same so it alternates between each of them each move round.

Move Turn #1
Magneton uses Supersonic. Foe Hitmontop is confused.
Confusion has two rng moments. One to decide how many turns it stays 1-4, and 1-2 if it hurts itself by confusion with 1 being the hit and 2 being the attack)
Hitmontop is confused. (rng 3 turns total)(2) Hitmontop used Mind Reader. It identifies it's target.

Magneton | Hitmontop
HP: 100% | 100%
Attack: 25% | 25%
Defense: 25% | 25%
Speed: 70 | 70
Status: none | confusion
Weather: none

Move Turn #2
Hitmontop is confused. (rng 1 more turn)(2) Hitmontop used Close Combat. Magneton counters with Gyro Ball. Hitmontop gains the advantage. Magneton takes 25%. Hitmontop's Defense drops to 20%.

Magneton | Hitmontop
HP: 75% | 100%
Attack: 25% | 25%
Defense: 25% | 20%
Speed: 70 | 70
Status: none | confusion
Weather: none

Move Turn #3

Magneton uses Electro Web and Hitmontop attempts to counter with Gyro Ball. Hitmontop is confused (rng last turn)(1) Hitmontop hits itself in it's confusion and takes 10% (5% + defense drop). The Electro Web traps a confused Hitmontop and shocks it. Hitmontop takes 30% and it's speed is dropped to 47. Hitmontop snaps out of it's confusion.

Magneton | Hitmontop
HP: 75% | 60%
Attack: 25% | 25%
Defense: 25% | 20%
Speed: 70 | 47
Status: none | none

Move Turn #4

Magneton uses Rain Dance. (rng 2-5) (3) Hitmontop uses Swagger which raises Magneton's Attack by +10% and confuses it.

Magneton | Hitmontop
HP: 75% | 60%
Attack: 35% | 25%
Defense: 25% | 20%
Speed: 70 | 47
Status: confusion | none
Weather: Rain

Magneton wins. I take the first win.
If he wins the next round he ties and the third round decides it.

Taidow | 1
ZeldaFan | 0

Match #2: Rollupntraff vs Jazz_Duo

Ampharos

1. Thunder Wave
2. Strength
3. Thunderpunch
4. Flatter

I'm guessing he meant to put Wave at the end.

Herdier

1. Odor Sleuth
2. Lick
3. Crunch
4. Rain Dance

Base Speed: 55 vs 60. Herdier is attacking first.

Move Turn #1
Herdier uses Oder Sleuth. It identifies it's target. Ampharos uses Thunder Wave, It paralyzes Herdier and lowers it's speed to 15.

Ampharos | Herdier
HP: 100% | 100%
Attack: 25% | 25%
Defense: 25% | 25%
Speed: 55 | 15
Status: none | paralysis
Weather: none

Move Turn #2
Ampharos uses Strength and charges at Herdier while it gets ready for Lick.(rng 1-4)(3) Herdier works through it's paralysis and hits. Both attacks are immune to each other and both hit their targets. Herdier takes 25% and Ampharos also takes 25% (rng 1-3/10)(2) Ampharos get's paralyzed as well It's speed decreases to 14.

Ampharos | Herdier
HP: 75% | 75%
Attack: 25% | 25%
Defense: 25% | 25%
Speed: 14 | 15
Status: paralysis | paralysis
Weather: none

Move Turn #3

Herdier (rng 1-4)(3) uses Crunch on Ampharos. Ampharos (rng 1-4)(1) is paralyzed and cannot move. Crunch hits for 25% (rng 1, 2-10)(9) no defense drop.

Ampharos | Herdier
HP: 50% | 75%
Attack: 25% | 25%
Defense: 25% | 25%
Speed: 14 | 15
Status: paralysis | paralysis
Weather: none

Move Turn #4
Herdeir (rng 1-4)(3) uses Rain Dance. (rng 2-5)(5) Ampharos (rng 1-4)(2) uses Flatter and confuses Herdier and raises it's Attack by 10%

Ampharos | Herdier
HP: 50% | 75%
Attack: 25% | 35%
Defense: 25% | 25%
Speed: 14 | 15
Status: paralysis | parafusion
Weather: Rain

huh this ended weirdly similar to the previous battle.
Herdier lucked out with the paralysis and beat Ampharos. Jazz_Duo takes this round.

Rollupntraff | 0
Jazz_Duo | 1
-

Now for the second pokemon. Let's do it the same way as this round. Once again feel free to read my previous post in this topic and decide if that's what you would like to do, by which choose one of the remaining two pokemon and the order of their moves.
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Post by Jazz_Duo Wed Jan 16, 2013 10:58 pm

Awesome sauce!! Twas interesting indeed.
I shall note you my next one.
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Post by Jazz_Duo Mon Jan 21, 2013 3:19 pm

We waiting on Rollup?
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Post by ZeldaFan996 Mon Jan 21, 2013 3:28 pm

Oops, totally forgot about this.

Nope, we're waiting on me. I'll send my moves now.
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Post by Jazz_Duo Mon Jan 21, 2013 3:31 pm

Oh okay. XD Razz
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Post by Taidow Mon Jan 21, 2013 7:52 pm

Match #1 : Taidow vs ZeldaFan

Ralts
1. Growl
2. Encore
3. Taunt
4. Heal Pulse

Go Muk!

1. Sludge
2. Shadow Sneak
3. Mud-Slap
4. Strength

Base Speed: 50 vs 50 Both pokemon are the same so it alternates between each of them each move round.

Move Turn #1
Ralts uses Growl and lowers Muk's attack one stage. Muk uses Sludge and Ralts takes 20% (rng 1-3/10)(Cool no poison

Ralts | Muk
HP: 80% | 100%
Attack: 25% | 20%
Defense: 25% | 25%
Speed: 50 | 50
Status: none | none
Weather: none

Move Turn #2
Muk uses Shadow Sneak and hits Ralts for 20%. Ralts then uses Encore (rng 1-2)(2) It's fate is sealed.

Ralts | Muk
HP: 60% | 100%
Attack: 25% | 20%
Defense: 25% | 25%
Speed: 50 | 50
Status: none | none
Weather: none

Move Turn #3
Muk uses Shadow Sneak (1 remaining) and hits Ralts for 20%. Ralts uses Taunt. Muk can't use status moves.

Ralts | Muk
HP: 40% | 100%
Attack: 25% | 20%
Defense: 25% | 25%
Speed: 50 | 50
Status: none | none
Weather: none

Move Turn #4
Muk uses Shadow Sneak and hits Ralts for 20%. Ralts uses Heal Pulse. It has no effect.

Ralts | Muk
HP: 20% | 100%
Attack: 25% | 20%
Defense: 25% | 25%
Speed: 50 | 50
Status: none | none
Weather: none

ZeldaFan wins this round. Having a pokemon with no attack moves is not great at all.

Taidow | 1
ZeldaFan | 1

Match #2: Rollupntraff vs Jazz_Duo

Go, Bellsprout!

1. Sleep Powder
2. Growth
3.Substitute
4. Encore

Rhyperior
1. Rock Slide
2. Chip Away
3. Skull Bash
4. Fury Attack

Base Speed: 40 vs 40. Same Base Speed. turns alternate.

Move Turn #1
Bellsprout uses Sleep Powder it. hits. Rhyperior falls asleep. (rng 1-2)(2) Rhyperior is asleep.

Bellsprout | Rhyperior
HP: 100% | 100%
Attack: 25% | 25%
Defense: 25% | 25%
Speed: 50 | 50
Status: none | sleep
Weather: none

Move Turn #2
(rng 1-2)(2) Rhyperior is asleep. Bellsprout uses Growth and raises it's attack by one stage.

Bellsprout | Rhyperior
HP: 100% | 100%
Attack: 30% | 25%
Defense: 25% | 25%
Speed: 50 | 50
Status: none | sleep
Weather: none

Move Turn #3
Bellsprout uses Substitute, it takes 20% to make it. Rhyperior (rng 1-2)(1) wakes up and uses Rock Slide. It hits and takes out the substitute.

Bellsprout | Rhyperior
HP: 80% | 100%
Attack: 30% | 25%
Defense: 25% | 25%
Speed: 50 | 50
Status: none | none
Weather: none

Move Turn #4
Rhyperior tucks it's head in and raises it's defense one stage. Bellsprout uses Encore.

Bellsprout | Rhyperior
HP: 80% | 100%
Attack: 30% | 25%
Defense: 25% | 30%
Speed: 50 | 50
Status: none | none
Weather: none


Roll and I had similar results this round. Except that since Jazz won the last round Jazz has won the battle and secures his spot in the winner's match. Roll will face the loser of the other match-up, whether it's me or Zef.

Rollupntraff | 0
Jazz_Duo | 2
-

So now it's just me and ZeldaFan the match-up will be Gyarados vs Quagsire by default. So ZeldaFan please send in the move order you want as I will have chosen my moves prior to you sending yours in. Roll and Jazz keep an eye out as you will be needed when this match ends.

As for the next round after this I think I will switch it up and have the pokemon have a list of 6 random moves and you choose 4 out of those 6 for your match. That allows for more freedom.


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Post by Jazz_Duo Mon Jan 21, 2013 8:30 pm

Good games, Rollup. It's a shame you had Bellsprout with those limited moves, but it was good nonetheless. I wish you the best of luck in the final round.

As for the other two, I look forward to the victor of this matchup. Indeed, the battles will be intense, many to test our skills. Unfortunately, there can only be one winner, so the best of luck.
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Post by Rollupntraff Tue Jan 22, 2013 11:55 am

And good luck to you, as well. I knew once I surprisingly lost last round that I couldn't possibly win due to Bellsprout, since it had no offensive moves, so I decided to have some fun. Nice match!
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Post by Jazz_Duo Tue Jan 22, 2013 9:38 pm

Indeed, Rollup. Indeed.

And now, we eagerly await our opponents. I cannot place bets yet. Although...if I have enough coins I could purchase a Pokemon at the Casino.
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Post by Taidow Wed Jan 23, 2013 3:15 am

Final Match: Taidow vs ZeldaFan

Gyarados
Twister
Uproar
Thrash
Sandstorm

Go Quagsire!

1. Mist
2. Frustration
3. Water Gun
4. Recover

Base Speed: 81 vs 35. Gyarados is clearly faster.

Move Turn #1
Gyarados uses Twister and causes 25% damage. (rng 1-2/10)(3) Quagsire uses Mist and prevents any status drops.

Gyarados | Quagsire
HP: 100% | 75%
Attack: 25% | 25%
Defense: 25% | 25%
Speed: 81 | 35
Status: none | none
Weather: none

Move Turn #2
Gyarados uses Uproar (rng 2-4)(3) it hits. Quagsire uses Frustration and it also hits. Both pokemon take 25%.

Gyarados | Quagsire
HP: 75% | 50%
Attack: 25% | 25%
Defense: 25% | 25%
Speed: 81 | 35
Status: none | none
Weather: none

Move Turn #3
Gyarados uses Uproar (1 turn left) it hits. Quagsire uses Water Gun and it flies through the the sound waves and both moves hit. Both pokemon take 25%.

Gyarados | Quagsire
HP: 50% | 25%
Attack: 25% | 25%
Defense: 25% | 25%
Speed: 81 | 35
Status: none | none
Weather: none

Move Turn #4
Gyarados uses Uproar and it hits. Quagsire faints!

Gyarados | Quagsire
HP: 50% | 0%
Attack: 25% | 25%
Defense: 25% | 25%
Speed: 81 | 35
Status: none | none
Weather: none

Gyarados ends up winning. I think Recover should have been used in the third round. I'm guessing it would have been a tie. Good game to ZeldaFan.

The next round will be.

Top Match: Taidow vs Jazz_Duo [1st and 2nd places decided]
Bottom Match: ZeldaFan vs Rollupntraff [3rd and 4th places decided]

The next round's pokemon will be decided the same way as round 1. By calling a combination of numbers and the pokemon decided by random.org. I will choose my numbers now before the pokemon are even decided. A4, B1, and C5.

Group A:
1. ???
2. ???
3. ???
4. ??? [Taidow]
5. ???
6. ???

Group B:
1. ??? [Taidow]
2. ???
3. ???
4. ???
5. ???
6. ???

Group C
1. ???
2. ???
3. ???
4. ???
5. ??? [Taidow]
6. ???

The pokemon will have 6 moves each, 2 level up, 2 TM moves, and 2 Egg Moves and/or Move Tutor moves. You will be able to choose 4 moves from those when you submit your choices.
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Post by Jazz_Duo Wed Jan 23, 2013 3:23 am

A1, B5, C2 are my choices, Taidow. Let's hope for some good ones!
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Post by ZeldaFan996 Wed Jan 23, 2013 3:32 am

Meh, I knew I didn't stand much of a chance against Gyrados.

I'd like.....

6.
4.
1.
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Post by Rollupntraff Thu Jan 24, 2013 2:59 pm

A3, B3, C3. Please don't let a Pokemon have six moves that can't do damage. Seriously.
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Post by Jazz_Duo Thu Jan 24, 2013 3:08 pm

Delibird.

Moveset:
Present
Present
Present
Present

XD
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