Waterwarrior gets LockedDown

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3 vs 3 NFE Singles
Items = training
2 subs
2 day DQ
All abilities
2 recoveries/ 5 chills for both
ASB Arena

Team LockedDown
LockDown said:
For the 3v3 in ASB arena:

Electrike(*) [Greased] (M)
Nature: Rash (+1 SpA, -1 SpD)
Type: Electric
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:
Static: (Innate) This Pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this Pokemon.
Lightning Rod: (Innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by 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. If a Pokemon has a type immunity to Electric attacks, Lightning Rod will not activate.
Minus(DW)(Locked): (Innate) This Pokemon possesses a negative electrical charge, when a partner Pokemon with Plus or Minus is on the field, this Pokemon’s special attacks increase their Base Attack Power by two (2). If this Pokemon also has Plus, the boost stacks. A Pokemon can get a maximum of two boosts between Plus and Minus.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 1 (-)
Spe: 65
Size Class: 1
Weight Class: 2
Base Rank Total: 14

EC: 5/6
MC: 0
DC: 4/5

Attacks:
Tackle
Thunder Wave
Leer
Howl
Quick Attack
Spark
Odor Sleuth
Roar
Thunder

Crunch
Discharge
Uproar

Hidden Power [Ice, 7]
Thunderbolt
Flamethrower
Snarl
Volt Switch
Protect


Colosshale(*) [U-Boat] (M)
Nature: Hardy (No effect on stats)

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

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.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Flare Boost(DW)(Locked): (Innate) This Pokemon's body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks have two (2) more Base Attack Power.

Stats:

HP: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 85
Size Class: 4
Weight Class: 9
Base Rank Total: 16

EC: 5/6
MC: 0
DC: 4/5

Attacks:
Leer
Tackle
Bubblebeam
Bite
Rapid Spin
Body Slam
Bounce
Dig
Muddy Water

Sucker Punch
Thunder Fang
Water Spout

Earthquake
Facade
Snarl
Rock Slide
Taunt
Protect
U-turn


Lileep [Lilypad] (F)
Nature: Quiet (+1 SpA, -15% Speed -10% Evasion)

Type: Rock/Grass
Rock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.
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 2
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 20 (-15%, -10% Evasion)
Size Class: 2
Weight Class: 2
Base Rank Total: 15

EC: 4/6
MC: 0
DC: 3/5

Abilities:
Suction Cups: (Innate) This Pokemon has sticky suction cups that anchor down to prevent it from being moved or scared away by Roar or Whirlwind. It will hold its ground against Dragon Tail and Overhead Throw and will not be forced out in a switch battle.
Storm Drain (DW) [Locked]: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by 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:
Astonish
Constrict
Acid
Ingrain
Confuse Ray
Wring Out
Gastro Acid

Curse
Mega Drain
Mirror Coat
Recover

Toxic
Sludge Bomb
Rock Slide
Protect

Earth Power
Team Waterwarrior

waterwarrior said:

Necturine (Elise Deauxnim) Female
Nature: Quiet (+SpA, -Spe, -10% evasion)
Type: Grass / Ghost
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.
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:

Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW ability- LOCKED): (Innate) This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 44 (51/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 13

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

Attacks: (13 total)
Physical:
Leaf Blade
Return
Shadow Sneak
Vine Whip

Special:
Hex
Leaf Storm
Ominous Wind
Psychic

Status:
Leer
Sketch
Substitute
Toxic Spikes
Will-O-Wisp


Shieldon (Menelik II) Male
Nature: Quiet (+1 SpA, -15% Speed, -10% Eva)
Type: Rock/ Steel
Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

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.

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.
Soundproof (DW ability- LOCKED): (Innate) Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell. (Known sound moves: Bug Buzz, Chatter, Echoed Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Relic Song, Roar, Round, Screech, Sing, Snarl, Snore, Supersonic, Uproar.)

Stats:
HP: 90
Atk: Rank 2
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15)
Size Class: 1
Weight Class: 4
Base Rank Total: 15

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

Attacks: (13 total)
Physical:
Counter
Rock Blast
Tackle
Take Down

Special:
Fire Blast
Flash Cannon
Thunder

Status:
Iron Defense
Metal Sound
Protect
Stealth Rock
Swagger
Taunt


Barboach (Steven Magnet) Male
Nature: Brave (+Atk, -Spe, -10% evasion)
Type: Water/Ground
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 6 per action Energy Cost to 5 per action, superior senses in darkened cave surroundings.

Abilities:
Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.
Anticipation: (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Hydration (DW ability- LOCKED): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 52 (60/1.15)
Size Class: 1
Weight Class: 1
Base Rank Total: 12

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

Attacks: (13 total)
Physical:
Bulldoze
Dive
Earthquake
Thrash
Waterfall

Special:
Earth Power
Future Sight
Hydro Pump
Mud Bomb
Mud-slap
Water Gun
Water Pulse

Status:
Amnesia
Mud Sport
Water Sport
LockDown sends out,equips items

Waterwarrior sends out,equips items and orders

Lockdown orders
 
Hmm... it appears that Elise Deauxnim would be my best bet right now, although it's bound to get a little dicey. Go, and take this Lucky Egg to protect you!

Will-o-Wisp -> Leaf Blade -> Leaf Blade
If Bounce, Shadow Sneak and push back
If Taunt when you would use Will-o-Wisp, change that action to Leaf Storm

Damn this Colloshale, screwing up my plans...
 

Uboat

HP: 100| EN: 100| Spe: 85
Ranks: 2/2/3/3
Size: 4| Weight: 9
Abilities: Rebound,Storm Drain
Other: A Submarine




Elise Deauxnim

HP: 90| EN: 100| Spe: 44
Ranks: 2/2/3/3
Size: 1| Weight: 1
Abilities: Anticipation
Other: Cute


I like pie

End Flavor.

Action 1

U-Boat used Protect -> 7 energy

Elise used Will-O-Wisp -> 7 energy

But it failed!


Action 2

Elise used Shadow-Sneak - 3 energy
RNG to crit (6675) - No
(4 + 3)*0,67 = 4,67 damage

U-Boat used Bounce - 9 + 3 -> 12 energy
RNG to hit (5381) - Yes
RNG to paralise (3805) - No
(11 - 2)*1,5 = 13,5 damage

Action 3

U-Boat used Sucker-Punch - 5 energy
RNG to crit (8803) - No
(8 + 3 - 2)*1,5 = 13,5 damage

Elise used Leaf-Blade - 6 energy
RNG to crit (1293) - No - So close
(9 + 3)*1,5 = 18 damage




Uboat

HP: 87| EN: 76| Spe: 85
Ranks: 2/2/3/3
Size: 4| Weight: 9
Abilities: Rebound,Storm Drain
Other: A Submarine




Elise Deauxnim

HP: 63| EN: 84| Spe: 44
Ranks: 2/2/3/3
Size: 1| Weight: 1
Abilities: Anticipation
Other: Cute

LockDown's turn.
 
Bounce > Bite > Bounce
If Will-o-wisp, Then Taunt and push back, but only once.
If Leaf Blade is used in a combo, Then use Bounce + Body Slam and push back.
 
Dat said:
If a combination used while Taunted includes a non-attacking move, it may be used so long as the combination does damage.
Now, to use up ALL the energy!

Will-o-Wisp + Ominous Wind -> Cooldown (Leaf Blade) -> Leaf Storm + Leaf Storm combo
If the first combo is deemed illegal, change actions to Leaf Storm + LEafstorm combo -> cooldown (Leaf Storm) -> Leaf Blade
 
After thinking a bit,i decided to consider the combo legal.

Even if the wind manages to dissolve WoW`s Fire-Ball,i believe it`s burning nature would be ''fused'' with the wind....remember,Will-O-Wisp isnt literal fire (given it doesnt harms the opponent),i consider it as a sphere made out of fire-like energy,wich wouldnt disapear when in contact with Omnious Wind,but rather,fuse with it.

English isnt my first language,so i hope i managed to explain myself properly.....



Uboat

HP: 87| EN: 76| Spe: 85
Ranks: 2/2/3/3
Size: 4| Weight: 9
Abilities: Rebound,Storm Drain
Other: A Submarine




Elise Deauxnim

HP: 63| EN: 84| Spe: 44
Ranks: 2/2/3/3
Size: 1| Weight: 1
Abilities: Anticipation
Other: Cute


The fight starts with Elise preparing a combo,only for Uboat to point and laugh at her books,calling them childish and that her past sacrifices were worthless....what a dick!
Truly,such a Taunt greatly harmed Elise`s feelings,but she wont allow that to stop her and shoots a Will-O-Wind move,the burning energies infused with the wind allowed her to injure AND burn Uboat!

Angered at his current situation,Uboat Bites down one of Elise`s legs as she cools down and throws her away a few meters.

Uboat then decides to Bounce real high and drops down to strike Elise hard,knocking her back a few meters,but she quickly retaliates with a powerfull Leaf Tornado attack,only to sadly miss.

Action 1

Uboat used Taunt - 9 energy

Elise used Will-O-Wind - 18 energy
RNG to hit -> 7350 - Yes
RNG to crit -> 2999 - No
RNG to raise stats -> 9125 - No
(6 + 3)*0,67 = 6,03 damage

-2 HP for Uboat


Action 2

Uboat used Bite - 3 energy
RNG to crit (3415) - No
(6 + 3 - 3 - 2)*1,5 = 6 damage

Elise cooled down!

Uboat lost 2 HP

Action 3

U-Boat used Bounce - 9 + 3 -> 12 energy
RNG to hit (878) - Yes
RNG to paralise (8012) - No
(11 - 2 - 3)*1,5 = 9 damage


Elise used Leaf Tornado - 35 energy
RNG to hit (9455) - No

It missed!

-2 HP for Uboat





Uboat

HP: 75| EN: 55| Spe: 85
Ranks: 2/2/3/3
Size: 4| Weight: 9
Abilities: Rebound,Storm Drain
Other: A Submarine,burned




Elise Deauxnim

HP: 48| EN: 31| Spe: 44
Ranks: 2/2/3/3
Size: 1| Weight: 1
Abilities: Anticipation
Other: Pissed off,Taunted for 3 actions


Just checking,Leaf Tornado`s exact accuracy is 90^2,wich equals 81% accuracy,right?

Not sure if Elise will have to cooldown or lose any stats though....


Oh,Waterwarrior goes first now.
 
1. Your English is fine, don't worry.
2. You are correct about the Leaf Storm combo having 81% accuracy
3. Since it missed, my SpA doesn't drop, but I still have to cooldown.
4. FUUUUCCCKKKK YOUUUU RANDOM.ORG!!

Cooldown -> Leaf Blade -> Hex
If Bounce, Shadow Sneak and push back, but not consecutively
If Protect A2 or A3, Vine Whip and push back, but not consecutively
 

Uboat

HP: 75| EN: 55| Spe: 85
Ranks: 2/2/3/3
Size: 4| Weight: 9
Abilities: Rebound,Storm Drain
Other: A Submarine,burned




Elise Deauxnim

HP: 48| EN: 31| Spe: 44
Ranks: 2/2/3/3
Size: 1| Weight: 1
Abilities: Anticipation
Other: Pissed off,Taunted for 3 actions


Uboat begins our next round by unleashing a massive,animal-like Snarl! That will surely lower Elise`s concentration for a while.

Not waiting for his opponent to cooldown,Uboat attempts to Bounce highly in the sky,but Elise manages to finish cooling down and uses her Shadow to Sneak right behind her opponent,striking him on the back,but not managing to stop his jumping.

Naturaly,a few seconds later,Uboat comes crashing down on Elise,who retaliates with a Leaf-Blade! Their attacks collide and both are sent flying a few meters away,just as Uboat Snarls at her once again.



Action 1

Elise is cooling down

Uboat used Snarl - 4 energy
RNG for crit (3912) - No
(6 + 3 - 2)*1,5 = 10,5
damage
Elise`s Sp.Attack fell!

-2 HP to Uboat

Action 2

Elise used Shadow-Sneak - 3 energy
RNG to crit (5077) - No
(4 + 3)*0,67 = 4,67 damage

U-Boat used Bounce - 9 + 3 -> 12 energy
RNG to hit (1451) - Yes
RNG to paralise (8010) - No

(11 - 2 - 3)*1,5 = 9 damage


- 2 HP to Uboat

Action 3

Uboat used Snarl - 4 energy
RNG for crit (6803) - No
(6 + 3 - 2)*1,5 = 10,5 damage
Elise`s Sp.Attack fell!


Elise used Leaf-Blade - 6 energy
RNG to crit (7232)
(9 + 3)*1,5 = 18 damage


-2 HP to Uboat




Uboat

HP: 46| EN: 35| Spe: 85
Ranks: 2/2/3/3
Size: 4| Weight: 9
Abilities: Rebound,Storm Drain
Other: A burned submarine that loves barking




Elise Deauxnim

HP: 18| EN: 22| Spe: 44
Ranks: 2/2/3/3
Size: 1| Weight: 1
Abilities: Anticipation
Other: Shrugged off the Taunt,-2 Sp.Attack until the end of the next action

LockDown`s turn
 
I wish that round would go that well :/

Unfortunately, Snarl has 6 BAP, so they both do (4+3)(1.5) = 10.5 DMG, leaving me with only 18 HP left. Also, LockDown orders first this round, not me.
 
Bounce > Snarl > Snarl
If Bounce misses a1, then change a2 to Bounce
If Substitute a1, use Taunt and push actions back.
 
EXECUTE PLAN FUCK WE'RE GOING DOWN.

"Can I explode now?"

Substitute (15 HP) -> Leaf Blade + Vine Whip combo -> cooldown (Leaf Blade)

"Oooooh, so we're playing the EN exhaustion angle?"
 

Uboat

HP: 46| EN: 35| Spe: 85
Ranks: 2/2/3/3
Size: 4| Weight: 9
Abilities: Rebound,Storm Drain
Other: A burned submarine that loves barking




Elise Deauxnim

HP: 18| EN: 22| Spe: 44
Ranks: 2/2/3/3
Size: 1| Weight: 1
Abilities: Anticipation
Other: Shrugged off the Taunt,-2 Sp.Attack until the end of the next action


As usual,Uboat wastes no time going for offensive,Bouncing on the ground and diving directly at Elise's direction,but her timely Substitute survives the attack!

Angered at his attack being stopped,Uboat cant help but Snarl at it,removing that annoying doll as Elise uses a Vine-Blade combo,doing a massive horizontal cut across Uboat's face.
Sadly,thats as much damage as Elise can do,as Uboat steals her blade and stabs her on the back with it finishes the match with another savage Snarl!

Action 1

Elise used Substitute (15 HP) - Doesnt matters the energy

U-Boat used Bounce - 9 + 3 -> 12 energy
RNG to paralise (8010) - No
(11 - 2 - 3)*1,5 = 9 damage

- 2 HP to Uboat

Action 2
Uboat used Snarl - 4 energy
(6 + 3 - 2)*1,5 = 10,5 damage

The substitute vanished

Elise used Vine-Blade - Doesnt matters
RNG for crit -> 9413 -> No
(9 + 4 + 3)*1,5 = 24 damage

- 2 HP to Uboat

Action 3

Uboat Snarl - 7 energy

Elise fainted!

-2 HP to Uboat



Uboat

HP: 12| EN: 14| Spe: 85
Ranks: 2/2/3/3
Size: 4| Weight: 9
Abilities: Rebound,Storm Drain
Other: Not as cool as Godot




Elise Deauxnim

HP: KO| EN: KO| Spe: 44
Ranks: 2/2/3/3
Size: 1| Weight: 1
Abilities: Anticipation
Other: Didnt get stabbed in the back


Waterwarrior sends out,equips items and orders.
 
Steven Magnet, come on out and get demolished by a Lileep take this Exp. Share!

Also, U-Boat should have 35-9 (Taunt) -12 (Bounce) -4 (Snarl) = 10 EN, not 14. And yes, it totally does matter.

Earthquake x3
If Bounce, change that action to Future Sight (only activate once)
If Protect, laugh as it costs 7+(14.5/2.5) = 13 EN (told you it matters)
 


Steven Magnet

HP: 90| EN: 100| Spe: 52
Ranks: 3/2/2/2
Size: 1| Weight: 1
Abilities: Anticipation, Oblivious
Other:



Uboat

HP: 12| EN: 14| Spe: 85
Ranks: 2/2/3/3
Size: 4| Weight: 9
Abilities: Rebound,Storm Drain
Other: Not as cool as Godot


Uboat starts the round with another of his awesome-sounding Snarls,being sadly smashed by a piece of the roof that fell as Steven used Earthquake.

Someone gotta fix that.....

*Receives paper from an off-screen hand and reads it* What?! The ref is responsable for damage on the arena? *reads further* $500 dollars to fix it?!

PETER!


?

You are suposed to be a genius,help me fix that.

Eh,i can do it,i am a genius AND a psychic type,fixing a small hole is no problem at all (You will owe me though).


*Peter teleports to the roof*

Uboat used Snarl - 4 energy
RNG for crit (2796) - No
(6 + 3) = 9 damage

Steven Magnet used Earthquake - 6 energy
RNG for crit - Doesnt matters
(10 + 3 + 1,5) = 14,5 damage

Uboat fainted!




Steven Magnet

HP: 81| EN: 94| Spe: 52
Ranks: 3/2/2/2
Size: 1| Weight: 1
Abilities: Anticipation, Oblivious
Other: Will have an epic smile after evolving



Uboat

HP: KO| EN: KO| Spe: 85
Ranks: 2/2/3/3
Size: 4| Weight: 9
Abilities: Rebound,Storm Drain
Other: Will ALSO have an awesome smile after evolving



LockDown sends out and orders
Waterwarrior orders
 
Obvious sending out of Lileep is obvious. (holding my Amulet Coin)

Toxic > Mega Drain > Mega Drain
If Dive not in combo, then Ingrain the first instance and Mega Drain + Mega Drain the second.
If the second instance of non-combo Dive is suspended, then use Curse instead of Mega Drain + Mega Drain.
 
So Steven, it appears that you are just a tad screwed right now. Our only plan of action is to be a complete dick!

Mud-slap -> Earthquake -> Mud-slap
 


Steven Magnet

HP: 81| EN: 94| Spe: 52
Ranks: 3/2/2/2
Size: 1| Weight: 1
Abilities: Anticipation, Oblivious
Other: About to try and abuse hax



Lilypad

HP: 100| EN: 100| Spe: 20
Ranks: 2/3/4/3
Size: 2| Weight: 2
Abilities: Suction Cups
Other: Might be screwed by hax


Yankee Doodle Went to Town
Riding on a Pony
Stuck a Feather in His Cap
and Ate Some Rigatoni
Yankee Doodle, Dont Hiccup
Yankee Doodle's Daddy
Rewind the music to the Start
'Cause Everyone Loves Candy!


Action 1

Steven Magnet used Mud-Slap! What a dick - 2 energy
RNG to crit -> 794 - No (Close though)
(4 + 3 - 1,5) = 5,5 damage

Lilypad used Toxic - 7 energy
To hit (>67500) - 4175 = Hit

Steven Magnet was badly poisoned!

- 1 HP for Steven

Action 2

Steven Magnet used Earthquake - 6 energy
RNG to crit (5573) - No
(10 + 3) = 13 damage

Lilypad used Mega-Drain - 8 energy
To hit (3352) - Yes
To crit (981) - No
(6 + 3 + 3 - 2)*2,25 = 22,5 damage

Lilypad restored 11,25 HP!

-1 HP for Magnet

Action 3

Steven Magnet used Mud-Slap! What a dick (x2) - 3 energy

RNG to crit (1132) - No
(4 + 3 - 1,5) = 5,5 damage

Lilypad's accuracy fell!

Lilypad used Mega-Drain - 12 energy
RNG to crit (4442) - No
RNG to hit (1904) - Yup

(6 + 3 + 3 - 2)*2,25 = 22,5 damage

Lilypad restored 11,25 HP!

- 1 HP for Steven





Steven Magnet

HP: 33| EN: 83| Spe: 52
Ranks: 3/2/2/2
Size: 1| Weight: 1
Abilities: Anticipation, Oblivious
Other: Screwed



Lilypad

HP: 99| EN: 73| Spe: 20
Ranks: 2/3/4/3
Size: 2| Weight: 2
Abilities: Suction Cups
Other: Hax denied
,-1 accuracy until the next round is over.

Waterwarrior's turn to go first.
 
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