When did I sign up for this? TIO vs. ROFLtanker

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Rofltanker said:

Dunsparce [Chuck Norris] (M)
Nature: Serious
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:
Serene Grace: (Innate)This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)
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.
Rattled (DW): (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. 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.

Stats:
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 45
Size Class: 3
Weight Class: 2
Base Rank Total: 18


MC: 0
DC: 1/5

Attacks:
Rage
Defense Curl
Yawn
Glare
Rollout
Spite
Pursuit
Screech
Ancient Power
Take Down
Roost
Dig
Double Edge
Coil

Rockslide
Headbutt
Curse

Flamethrower
Ice Beam
Thunder Bolt



Remoraid [Aquaman] (M)
Nature: Serious
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.
Moody (DW): (Innate) This Pokemon's feelings are always fluctuating, and its mood at any given time greatly influences how it can act from one round to the next. In addition to its general nature, this Pokemon displays a burst of emotional power each round that shares characteristics with other natures, affecting the Pokemon's Ranks directly. At the end of each round the Pokemon changes its Moody nature (roll out of 25 R1 and out of 24 in subsequent rounds), a nature that has the regular drawbacks of a nature but enhances that nature's strengths.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 15


EC: 1/6
MC: 0
DC: 1/5

Attacks:
Water Gun
Lock on
Psybeam
Aurora Beam
Bubble Beam
Focus Energy
Hydro Pump
Ice Beam

Thunder Wave
Water Spout
Rock Blast

Scald
Substitute
Double Team
TIO said:
These are the pokemon I'm using:

Darumaka[King Kong](M)*
Nature: Adamant
Type: Fire
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.

Abilities:
Hustle: Type: Can be Enabled
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.

Inner Focus (DW): Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Stats:
HP: 100
Atk: Rank 4(+)
Def: Rank 2
SpA: Rank 0(-)
SpD: Rank 2
Spe: 50
Size Class: 1
Weight Class: 3
Base Rank Total: 13

EC: 2/6
MC: 0
DC: 2/5

Attacks:
Tackle*
Rollout*
Incinerate*
Rage*
Fire Fang*
Headbutt*
Uproar*
Facade*
Fire Punch*
Work Up*
Flare Blitz
Belly Drum
Taunt
Thrash
Superpower
Overheat

Flame Wheel*
Focus Punch*
Sleep Talk*

Substitute*
Rock Slide*
Flame Charge*


Frillish[Jill](F)*
Nature: Bold (+Def, -Att)
Type: Water/Ghost
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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.

Abilities:
Water Absorb: Type: 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.

Cursed Body: Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Damp (DW): Type: Innate
This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Stats:
HP: 90
Atk: Rank 1(-)
Def: Rank 3(+)
SpA: Rank 3
SpD: Rank 3
Spe: 40
Size Class: 2
Weight Class: 3
Base Rank Total: 14

EC: 1/6
MC: 0
DC: 1/5

Attacks:
Bubble*
Water Sport*
Absorb*
Night Shade*
BubbleBeam*
Recover*
Water Pulse*
Ominous Wind

Confuse Ray*
Mist*
Acid Armor*

Giga Drain

Ice Beam*
Shadow Ball*
Scald*
Like once before, I forget when I decided to ref this. Could someone supply the rules?
 
Go Chuck Norris, show that 'suddently got an avatar' person how real man battle
(I need to give actions now huh?)


Glare ~ Thunder Bolt ~ Rockslide
IF Confuse ray A2 or A3 use Rockslide and push actions down

I GLARE YOU, I DOUBLE GLARE YOU MOTHERFUCKER
 
Confuse ray~Scald~Scald
If fully paralyzed a1, cry use confuse ray and push back.
Also, you suddenly got an avatar too.
 

Chuck Norris
HP: 110 En: 100
Stats: 3/3/3/3/45
Stages: even
Status: fine

Jill
HP: 90 En: 100
Stats: 1/3/3/3/40
Stages: even
Status: fine
Chuck Norris used Glare! (13/20) 5 en
Jill used Confuse Ray! (9/20) 4 en (3/3)
Chuck Norris used Thunderbolt! (13/16) (2/2) (10)*1.5=15 damage, 7 en
Jill used Scald! (9/20) (5/16) (3/10) (8+3)=11 damage, 6 en
Chuck -2
Chuck Norris used Rock Slide! (13/16) (2/2) (8/20) (10/10) (8-3)=5 damage, 6 en
Jill used Scald! (1/16) (12/20) (8+3+3)=14 damage, 10 en
Chuck -2


Chuck Norris
HP: 79 En: 82
Stats: 3/3/3/3/45
Stages: even
Status: burnt, confused 2 actions

Jill
HP: 70 En: 80
Stats: 1/3/3/3/40
Stages: even
Status: paralyzed 20%
 

Chuck Norris
HP: 79 En: 82
Stats: 3/3/3/3/45
Stages: even
Status: burnt, confused 2 actions

Jill
HP: 70 En: 80
Stats: 1/3/3/3/40
Stages: even
Status: paralyzed 20%
Chuck Norris used Recover! (2/2) +20 health 13 en
Jill used Recover! (9/20) +20 health 11 en
Chuck -2
Chuck Norris chilled! (1/2) confused (4)=4 damage, 3 en
Jill used Scald! (4/20) - full paralysis
Chuck -2
Chuck Norris used Recover! +20 hp, 13 en
Jill used Night Shade! (12/20) 4 en
Chuck -2


Chuck Norris
HP: 99 En: 53
Stats: 3/3/3/3/45
Stages: even
Status: burnt,

Jill
HP: 90 En: 65
Stats: 1/3/3/3/40
Stages: even
Status: paralyzed 10%
 
That could've gone worse

Thunder Bolt ~ Rock Slide ~ Thunder Bolt
IF Jill uses Confuse Ray, use Rock Slide and push actions down

 

Chuck Norris
HP: 99 En: 53
Stats: 3/3/3/3/45
Stages: even
Status: burnt,

Jill
HP: 90 En: 65
Stats: 1/3/3/3/40
Stages: even
Status: paralyzed 10%
Chuck Norris used Thunderbolt! (13/16) (10)*1.5=15 damage, 7 en
Jill used Toxic! (7/20) (13/20) 7 en
Chuck -2
Chuck -1
Chuck Norris used Rock Slide! (16/16) (18/20) (10/10) (8)=8 damage, 6 en
Jill used Recover! (13/20) +20 hp, 11 en
Chuck -2
Chuck -1
Chuck Norris used Thunderbolt! (9/16) (10)*1.5=15 damage, 7 en
Jill used Giga Drain! (10/16) (9/20) (8)=8 damage, 4 healing, 12 en
Chuck -2
Chuck -1


Chuck Norris
HP: 82 En: 33
Stats: 3/3/3/3/45
Stages: even
Status: burnt, poison 2 dpa, no recovers

Jill
HP: 76 En: 35
Stats: 1/3/3/3/40
Stages: even
Status: paralyzed 5%, no recovers
 

Chuck Norris
HP: 82 En: 33
Stats: 3/3/3/3/45
Stages: even
Status: burnt, poison 2 dpa, no recovers

Jill
HP: 76 En: 35
Stats: 1/3/3/3/40
Stages: even
Status: paralyzed 5%, no recovers
Chuck Norris used Yawn! 6 en
Jill used Bubble beam! (13/16) (7/20) (9/10) (7+3)=10 damage, 4 en
Chuck -2
Chuck -2
Chuck Norris used Thunderbolt! (6/16) (10*1.5)=15 damage, 7 en
Jill used Scald! (10/16) (1/20) full paralysis
Chuck -2
Chuck -2
Chuck Norris used Thunderbolt! (14/16) (10)*1.5=15 damage, 11 en
Jill chilled! +12 en
Chuck -2
Chuck -2


Chuck Norris
HP: 60 En: 9
Stats: 3/3/3/3/45
Stages: even
Status: burnt, poison 3 dpa, no recovers

Jill
HP: 46 En: 43
Stats: 1/3/3/3/40
Stages: even
Status: no recovers, drowsy
 
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