Tag Battle! Banryu & Nyx VS rewindman & Shadoo (Subref: Wyverii)

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The Electric Cavern Double Clash

Arena: Chargestone Cave

A cave with electricity buzzing all over the place. Steel Type Pokémon will have a hard time moving around, as the charged stones can attract them. If a Pokémon touches a chargestone, it can be jolted for 10 damage, or experience a much greater discharge of electricity (25% chance) that causes 25 damage in a 20 foot radius. Wild Joltik appear when this happens, and may unnerve Pokémon who are arachnophobic (weak to Bug/Electric, in this case), giving them a 5% chance of being flinched during an action. But pray you don't attract a Galvantula instead (10% chance), which will join the battle, and attack any and all competitors with anything from its level-up movepool. However, it only has 30 health, to prevent it being too much of a distraction.

RULES
4v4 Doubles, with each player using two Pokémon
DQ: 2 Days,4 for Ref
2 Recovery, 5 chills

One Ability
No Items
Switch = KO
The Combatants

The Challengers
#1. Banryu


Charmander (*) Aether (m)
Nature: Rash
Personality: Very reckless and impetuous, eager to charge into battle and quick to attack with nothing held back. His mental defenses are a little weak as a result, but his passion for the thrill of battle and enthusiasm to earn his trainer's approval are unmatched. His battle style is aggressive and unrelenting, and he likes to put his opponents on the defensive with a wide variety of attacking methods.

Type: Fire
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: **
Def: **
SpA: **** (+1)
SpD: * (-1)
Spe: 65

EC: 1/9
MC: 0
DC: 1/5

Abilities: Blaze, Solar Power (DW)
Blaze: (innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power [DW Locked]: (innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

Attacks:
(*) Scratch
(*) Growl
(*) Ember
(*) Smokescreen
(*) Metal Claw (FRLG level 13)
(*) Dragon Rage
(*) Rage (RSE level 19)
(*) Scary Face
(*) Fire Fang
(o) Fire Spin

(*) Dragon Dance
(*) Dragon Pulse
(*) Ancientpower

(*) Sunny Day
(*) Will-O-Wisp
(*) Hidden Power (Grass, 7)


Trapinch (*) Myrmeleon (m)
Nature: Docile
Personality: This little termite is very patient and laid-back in stark contrast to his fiery teammate, his most notable personality trait being a tremendous appetite. Though he doesn't take battles as seriously as his trainer's other Pokemon, he is a staunch competitor nonetheless, due to his unfailing grit and perseverance in tough situations. In battle he is an exceptionally specialized digger, even for a Ground-type, and relies heavily on his sand-based and underground moves for defense and offense alike.

Type: Ground
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: ****
Def: **
SpA: **
SpD: **
Spe: 10

EC: 1/9
MC: 0/0
DC: 1/5

Abilities: Arena Trap, Hyper Cutter, Sheer Force (DW)
Arena Trap: (innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
Hyper Cutter: (innate) This Pokemon always keeps its teeth extremely sharp, and thus cannot have its attack reduced.
Sheer Force [DW Locked]: (must enable) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.


Attacks:
(*) Bite
(*) Sand-Attack
(*) Faint Attack
(*) Sand Tomb
(o) Earthquake

(*) Quick Attack
(*) Fury Cutter
(*) Earth Power

(*) Dig
(*) Rock Slide
(*) Protect



Feebas (*) Phoebus (F)
Nature: Bold
Personality: Quite strong-willed, and very tenacious for a Pokemon that is otherwise quite weak. The nature of her shabby appearance and equally bland fighting style cause her to be a little self-conscious, and she thus feels the need to work that much harder to impress her opponents as well as her own trainer. Being a fish Pokemon, she is entirely aquatic, and does her best to play a strong defensive game utilizing her high underwater mobility.

Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Stats:

HP: 80
Atk: * (-1)
Def: ** (+1)
SpA: *
SpD: **
Spe: 80

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

Abilities: Swift Swim, Adaptability (DW)
Swift Swim: (innate) The Pokemon with this ability moves extremely fast in slick, rainy conditions, doubling (x2) its speed in the rain.
Adaptability [DW Locked]: (innate) The moves that match this Pokemon’s type deal two (2) more damage.

Attacks:
(*) Splash
(*) Tackle

(*) Confuse Ray
(*) Mirror Coat
(*) Haze

(*) Boiling Water / Scald
(*) Ice Beam
(*) Toxic


#3 NyxNocturne



Rhyhorn*(Unicron)(M)
Nature:Impish (Adds * to Defense; Subtracts * From Special Attack)
Type:Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Ground:Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

Abilities:
Lightningrod:(innate)These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
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.
Reckless(DW):(innate)This Pokemon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokemon do two (2) more damage, and recoil percentage is unaffected.

Stats:

HP: 100
Atk: ***
Def: ****(+)
SpA: *(-)
SpD: **
Spe: 25

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

Moves:
Horn Attack*
Tail Whip*
Stomp*
Scary Face*
Rock Blast*

Fire Fang*
Dragon Rush*
Counter*

Earthquake*
Rock Tomb*
*Poison Jab


Turtwig*(Sheldon)(M)
Nature:
Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type:Grass:Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).
:

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 Armor(DW):(innate)This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 31



EC:1/9
MC:0
DC:0/5

Moves:
Tackle*
Withdraw*
Absorb*
Razor Leaf*
Curse*
Bite*
Mega Drain*
Leech Seed

Seed Bomb*
Superpower*
Sand Tomb*

Sword Dance*
Protect*
Substitute*



Surskit*(Dave Strider)(M)
Nature:Naive (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Defense)
Type:
Bug:Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Abilities:
Swift Swim:The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Rain Dish(DW):This Pokemon collects water in the rain and absorbs it into its body, healing two (2) HP/action

Stats:

HP: 90
Atk: **
Def: **
SpA: **
SpD: *(-)
Spe: 75(65x1.15=74.75,or 75.)


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

Moves:
Bubble*
Quick Attack*
Sweet Scent*
Water Sport*
Bubblebeam*

Aqua Jet*
Signal Beam*
Hydro Pump*

Ice Beam*
Hidden Power Grass 7*
Shadow Ball*


Match Seekers
#2 rewindman


Eevee(*)(Shine) (F)
Nature: Naive (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Defense)
Type: Normal
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).


Stats:

HP: 90
Atk: **
Def: **
SpA: **
SpD: ** (-)
Speed: 63 (55*1.15v)

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

Abilities:
Run Away (innate): This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Adaptability (innate): The moves that match this Pokemon’s type deal two (2) more damage.
Anticipation (DW) (innate): This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.

Attacks:
Tackle (*)
Tail Whip (*)
Helping Hand (*)
Sand-Attack (*)
Growl (*)
Quick Attack (*)

Wish (*)
Detect (*)
Yawn (*)

Toxic (*)
Shadow Ball (*)
Hidden Power (Fighting 7) (*)




Larvesta(*) (Helios)(M)
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Type: Bug/Fire
Bug:Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
Fire:Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).

Stats:

HP: 90
Atk:***
Def:**
SpA:***(+)
SpD:*(-)
Spe:60

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

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm (DW): (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, Scissor Cross from 8 to 10)

Attacks:
Ember (*)
String Shot (*)
Leech Life (*)
Take Down (*)

Morning Sun (*)
Zen Headbutt (*)
Magnet Rise (*)

Will-o-Wisp(*)
Fire Blast (*)
Wild Charge (*)



Horsea (Ryuu)(M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

HP: 90
Atk: **
Def: **(-)
SpA: ****(+)
SpD: *
Spe: 60

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

Abilities:
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Damp (DW): (Innate) This Pokemon releases a damp mist upon entry into battle that short circuits the opponent’s ability to use Selfdestruct or Explosion.

Bubble(*)
Smokescreen(*)
Leer(*)
Water Gun(*)
Focus Energy(*)
Bubblebeam(*)
Agility(*)

Outrage(*)
Disable(*)
Dragon Rage(*)

Scald(*)
Ice Beam(*)
Surf(*)



#4 Son_of_Shadoo

Nidoran ♀ (*) [Amelie] (Female)
Nature: Naive: A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks. Subtracts * from Special Defense.

Type:
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: **
Def: **
SpA: **
SpD: *(-)
Spe: 48(+) (41x1.15)

EC: 2/9
MC: 1
DC: 2/5

Abilities:
Poison Point -This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison. [Can be disabled]

Rivalry -This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen). [Innate]

Hustle (DW) - This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal. [Can be enabled.]

Attacks:
Growl*
Scratch*
Tail Whip*
Double Kick*
Poison Sting*
Fury Swipes*
Bite*
Helping Hand*
Poison Tail*
Disable*
Supersonic*
Venoshock*
Thunderbolt*
Dig*
Crunch


Lickitung(*) [George] (Male)
Nature: Brave - Adds * to Attack. A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.

Type:
Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: ***(+)
Def: ***
SpA: ***
SpD: ***
Spe: 26(-) (30 / 1.15)

EC: 6/6
MC: 2
DC: 3/5

Abilities:
Own Tempo: This Pokemon moves at its own pace and cannot be confused by any method. [Innate]

Oblivious: This Pokemon is incapable of being effected by Attract or Cute Charm. [Innate]

Cloud Nine (DW): This Pokemon dispels a misty aura which rises into the sky and nullifies any weather effect when it is ordered. [Can be activated/commanded]

Attacks:
Lick*
Supersonic*
Defence Curl*
Knock Off*
Wrap*
Stomp*
Disable*
Hammer Arm*
Muddy Water*
Zen Headbutt*
Ice Beam*
Dig*
Double Team*
Power Whip


Caterpie(*) [Buggo] (Male)
Nature: Lonely - Adds * to Attack. Subtracts * from Defense

Type:
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).

Stats:
HP: 90
Atk: ***(+)
Def: *(-)
SpA: *
SpD: *
Spe: 45

EC: 2/5
MC: 2
DC: 2/5

Abilities:
Shield Dust: This Pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.) [Innate]

Run Away (DW): This Pokemon is quick on its feet and can evade any traps in an arena. Run Away does not allow the Pokemon to escape from trapping moves or abilities, however it can escape other situational trapping strategies in battle. [Innate]

Attacks:
Tackle*
String Shot*
Bug Bite*


Privatyke (Eoleo)(M)
Nature: Adamant - Adds * to Attack, subtracts * from Special Attack.
Type: Water/Fighting
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).

Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves, Meditate and Cheer Up have Energy Cost reduced by one (1).

HP: 100
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 35

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

Abilities:
Unaware: (Innate) When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.

Klutz (DW): (Can be Disabled) The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.

Attacks:

Level Up:
Bubble
Smokescreen
Yawn
Wrap
Arm Thrust

Egg Moves:
Recover
Bulk Up
Ice Punch

BW TM:
Rock Slide
Waterfall
Brick Break


Klink (Cogsworth) (No gender)
Nature: Brave - Adds * to Attack, A 15% decrease (rounded down) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks.

HP: 90
Atk: ***(+)
Def: ***
SpA: **
SpD: ***
Spe: 26 (30 divided by 1.15)

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

Abilities:
Plus - This Pokemon possesses a positive electrical charge, when a Pokemon with Minus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Minus, the damage does not stack. (Innate)
Minus - This Pokemon possesses a negative electrical charge, when a Pokemon with Plus is on the field, this Pokemon’s special attacks increase their base damage by two (2). If this Pokemon also has Plus, the damage does not stack. (Innate)
Clear Body (DW) - This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.) (Innate)

Attacks:
Level up:
Vicegrip
Charge
Thundershock
Gear Grind
Bind

BW TMs:
Thunder Wave
Volt Switch
Hidden Power (Water - 7)

Other Level up moves to replace Egg moves:
Shift Gear
Discharge
Metal Sound


Turn Order:

Shadoo will choose first Pokémon.
Nyx will sends out second.
rewindman will send out third.
1. Banryu will release a Pokémon, and orders actions.
2. rewindman will then order actions.
3. Nyx will order actions next.
4. Shadoo will lastly order actions.

Afterwards, I'll Ref the round. Players are numbered by team, Banryu and Nyx are 1 and 3, and rewindman and Shadoo are 2 and 4 (all respectively). The first round turn order following players releasing their pokemon is 1234. Afterwards the order for all players will be one turn earlier, the first person going last. Round 2 will be 2341, round 3 being 3412. I shall post the turn order after the round to avoid confusion.
 
Don't we usually PM our chosen teams to the ref first, rather than showing the whole thing? Eh, whatever, doesn't change anything, I suppose. Go, George (Lickitung)!

EDIT: Actually, rewindman and I are the match seekers, Midou...
 
"And I'll lead with Myrmeleon!"

Myrmeleon* (Trapinch) (male) (Docile)


"Here we go, let's get this started right! Start off by burrowing underground to avoid any attacks thrown at you, then trigger a powerful Earthquake, right off the bat! Finish out the round by entrenching George in your Arena Trap and start grinding his HP away with Sand Tomb!

evasive digging > Earthquake > Sand Tomb (on Lickitung)

(NOTE: I don't believe Trapinch has to emerge from underground to use either Earthquake or Sand Tomb, FYI. I suppose that's up to the judge, though it does make sense)
 
Alright Shine, you ready for this? Looks like trapinch is wasting his first move digging holes, so focus your attention on the turtwig. Go ahead and use Toxic on turtwig, slowly dwindling away his hp. You're faster, so you should be able to pull off the attack before that turtle salad can react. From there, use Detect to protect yourself from that earthquake and whatever else turtwig may throw at you. Finally, go ahead and give George the Likitung a helping hand so that he can through out some vicious moves. Also, remember your ability run away in order to doge those electric stones or any other surprises that may come our way.
Toxic - Detect - Helping Hand
 
Alright Sheldon! Let' make sure we stick around for a while and aid Myrm,eh?
Start off by using Protect to block that Toxic and any other attacks aimed at you, then use Substitute(25) to get behind some cover, and follow that up with a Leech Seed directly at Lickitung!
 
Got to love how I'm everyone's favourite target today... George, set up a Double Team, and then blast Turtwig's substitute with an Ice Beam. Then use another Ice Beam on Trapinch as he emerges from the ground.

Double Team >>> Ice Beam (Turtwig's sub) >>> Ice Beam (Trapinch)
 
Code:
Match Seekers
      [IMG]http://veekun.com/dex/media/black-white/108.png[/IMG] [IMG]http://veekun.com/dex/media/black-white/133.png[/IMG]
      --------------|------------
 NAME: George (M)   | Shine (F)
 HP:   100          | 90
 EN:   100          | 100
 SPE:  26           | 64
 NATR: Brave        | Naive
 STAT:              |       
 OTHR:              |

Challengers
      [IMG]http://veekun.com/dex/media/black-white/387.png[/IMG] [IMG]http://www.pokemonelite2000.com/sprites/bw/328.png[/IMG]
      --------------|------------
 NAME: Sheldon (M)  | Myrmeleon (M)
 HP:   90           | 90
 EN:   100          | 100
 SPE:  31           | 10
 NATR: Adamant      | Docile
 STAT:              |       
 OTHR:              |
Arena Effects:

  • Charge Stones: Large, obstrusive stones with magnetic properties due to electric current within. Will shock any pokemon that touch for 10 dmg (aside from Ground types). There is also a 25% chance to set off a great discharge of energy that will attract either Joltik or Galvantula.
Action 1:

The battlers stare down before the match, noticing the eerie quiet of the cave. Nothing but the buzzing of the static from the chargestones is heard.

Shine attempts to start things off shooting some nasty Toxic towards Sheldon, but he is quick to Protect himself, neutralizing the threatening poison.

Meanwhile George creates 3 clones of himself with Double Team, while boosting his evasiveness. While everyone else is busy doing their own things, Myrmeleon takes his sweet time digging underground in preparations for the rest of the round.

Action 2:

Taking a moment to sense her surroundings, Shine's eyes glow green as she uses Detect to protect herself. Sheldon notices this, and also preps his defense creating a Substitute.

George's clones immediately fire off Ice Beams at Sheldon's substitute. Despite the flashy appearance, there is only 1 true Ice Beam, and the substitute holds strong! Myrmeleon finally unleashes an Earthquake throughout the cave. Shine nimbly dodges the Earthquake, eyes still flashing. Sheldon's substitute breaks as it fends off Earthquake. George and all his clones attempt to dodge the EQ, but the real one is hit regardless and all his clones vanish.

Action 3:

As usual Shine is quite the light show as she begins to glow with blue electricity in prepartion for Helping Hand. The blue sparks fly towards George, boosting any attacks he uses this round. Turtwig sends Leech Seed but it misses its mark on evasive George.

Lickitung waits bravely while the earth around him shifts. Trapinch begins to sink the floor with Sand Tomb and reveals himself at the bottom of the pit. Lickitung again dodges with his impressive evasiveness despite Myrmeleon's Arena Trap and launches an Ice Beam into the pit, scoring some nice damage. At the end of the round, George's evasion finally lowers.

Pokemon:

Code:
Match Seekers
      [IMG]http://veekun.com/dex/media/black-white/108.png[/IMG] [IMG]http://veekun.com/dex/media/black-white/133.png[/IMG]
      --------------|------------
 NAME: George (M)   | Shine (F)
 HP:   85           | 90
 EN:   71           | 75
 SPE:  26           | 64
 NATR: Brave        | Naive
 STAT:              |       
 OTHR:              |

Challengers
      [IMG]http://veekun.com/dex/media/black-white/387.png[/IMG] [IMG]http://www.pokemonelite2000.com/sprites/bw/328.png[/IMG]
      --------------|------------
 NAME: Sheldon (M)  | Myrmeleon (M)
 HP:   65           | 65
 EN:   62           | 79
 SPE:  31           | 10
 NATR: Adamant      | Docile
 STAT:              |       
 OTHR:              |
Turn Order:

Rewindman issues actions.
Nyx issues actions.
Shadoo issues actions.
Banryu issues actions.
REFEREE

Action 2
  • Trapinch EQ vs Lickitung
    (10+3+1.5)*1 = 14.5^, 15
    (Base + stab + ((4* atk- 3* def)x1.5))*1.0 effectiveness = dmg
  • Trapinch EQ vs Turtwig's Substitute
    (10+3+1.5)*0.67 = 9.715^, 10
    (Base + stab + ((4* - 3*)x1.5)*0.67 [0.5 effectiveness] = dmg
  • Lickitung's Ice Beam vs Turtwig's Substitute
    (10+1.5)*1.5 = 17.25v, 17
    (Base + ((3*-2*)x1.5)*1.5 [2x effectiveness] = dmg.

Action 3
  • Lickitung Ice Beam vs Trapinch
    ((10+5)+1.5)*1.5 = 24.75^, 25
    ((Base+Helping Hand) + ((3*-2*)x1.5)*1.5 [2x effectiveness] = dmg.

  • George
    Double Team, Ice Beam, Ice Beam
    (4x3-1), 7, 11 = 29
  • Shine
    Toxic, Detect, Helping Hand
    7 + (7+5) + (7-1) = 25
  • Sheldon
    Protect, Substitute, Leech Seed
    7, 22, (10-1) = 38
  • Myrmeleon
    Dig, Underground EQ, Sand Tomb
    (6-1), (7-1) +3* +2**, (4-1) +2*= 21

    *: Due to being underground, Trapinch requires 1.5x the energy (after accounting for stab decrease) to cast attacks.
    **:Evasive digging cost

Note: I recommend all of you to coordinate with your partners avoid wasted energy. I'll be on IRC if you have any questions.
 
As usual Shine is quite the light show as she begins to glow with blue electricity in prepartion for Helping Hand. Unfortunatly, it's all for not naught as the beneficial electricity can't reach Myrmeleon while he's still underground.
I'm a little confused too. Why is shine giving myrmeleon a helping hand, when her ally is george the likitung? I wouldn't want her to power up the enemy's attack. It's not that big of a deal, I just want to get things straight before the next round.
 
Made the appropriate edits, thanks for pointing them out. Again you can find me on IRC on #capasb for things like this to keep the thread clean. PM me if you have questions about that or anything else in the match.
 
Alright, let's continue this battle.
Shine, start off with a Helping Hand on george again, as that seemed to work last time. Then, assuming turtwig doesn't have a sub or protects, toxic it. If it does, then just let out a loud Yawn against trapinch. Finally, for the last attack, use Helping Hand one more time on George, I trust him to bring on the pain.
Helping Hand- Toxic/Yawn - Helping Hand
 
Alright Sheldon,last round didn't go so well,so we've got to make back some ground!

Start off with a Leech Seed on that Lickitung again! Follow up with another Protect!(No Poison for you!) Finish up the round by using Superpower on that Obnoxious LIckitung!
 
Hey, George isn't obnoxious! Just misunderstood! I resent that remark. HE'S A TRUE BLUE BRO!

*cough* Use Ice Beam against Turtwig, and try and freeze the Leech Seed if you can. If not, no biggie, just blast him. Now, I'm sure Trapinch will be coming in at this point, and if he is, give him a Power Whip right to the face. If he's far away, fire off a Muddy Water at him. Finally, Turtwig will be coming in with a Superpower. Now, I'm thinking you can take it. It'll hurt, but you can take it, and then blast him with another Helping Hand-boosted Ice Beam.

Ice Beam >>> Power Whip/Muddy Water >>> Ice Beam
 
Cripes, this isn't going well at all... they're a more potent combination than I thought they'd be. Dx Allright it's cool, they just got lucky this time! They've lowered their guard against you here, and we'll show them the price for that! Dig back underground, then stay underground to avoid Lickitung's attacks! While you're down there, fire off another Earthquake throughout the cavern just as Turtwig uses Protect! Then, while George is distracted with Sheldon, entrench him in Sand Tomb! We got him this time!

burrow underground > Earthquake (while underground, timed to attack during Sheldon's Protect) > Sand Tomb (on Lickitung)
 
Code:
Match Seekers
      [IMG]http://veekun.com/dex/media/black-white/108.png[/IMG] [IMG]http://veekun.com/dex/media/black-white/133.png[/IMG]
      --------------|------------
 NAME: George (M)   | Shine (F)
 HP:   85           | 90
 EN:   71           | 75
 SPE:  26           | 64
 NATR: Brave        | Naive
 STAT:              |       
 OTHR:              |

Challengers
      [IMG]http://veekun.com/dex/media/black-white/387.png[/IMG] [IMG]http://www.pokemonelite2000.com/sprites/bw/328.png[/IMG]
      --------------|------------
 NAME: Sheldon (M)  | Myrmeleon (M)
 HP:   65           | 65
 EN:   62           | 79
 SPE:  31           | 10
 NATR: Adamant      | Docile
 STAT:              |       
 OTHR:              |
Arena Effects:

  • Charge Stones: Large, obstrusive stones with magnetic properties due to electric current within. Will shock any pokemon that touch for 10 dmg (aside from Ground types). There is also a 25% chance to set off a great discharge of energy that will attract either Joltik or Galvantula.
Action 1:

After the first round the trainers and their pokemon take a moment to breathe and look at the state of the battle. George and Shine still look as pumped as they did as they started the battle, while Sheldon and Myrmeleon look caught off guard. It's still the early game and there's plenty of battling spirit among them all. Meanwhile the cave and its chargestones continue to glow eerily.

Shine, the fastest of the group, decides to rub it in the opposing team's face even more with a priority boosted Helping Hand for George, showering him with the familiar blue energy. Sheldon follows suit sending George some love as well, in the form of Leech Seed!

George attempts to blast an Ice Beam into the seeds, but his speed isn't what it use to be last round. He still gets the hit off on Sheldon, really laying on the pain. As usual, Myrmeleon is last to act and straddles across the field looking for a nice place to Dig while noone else is paying attention to him. It is amusing how little he's paid attention to in the first action by his opponents, despite fleeing from future attacks while underground.

Action 2:

The second action of the round begins with a failed action as Shine's Yawn cannot reach Myrmeleon while he's still underground. Sheldon takes the oppurtunity to Protect in prepartion for his partner's attack.

George now launches a Muddy Water focused on Myrmeleon as Sheldon's protect is still activated. The swell of liquid mud floods the arena and enters poor Myrmeleon's underground network, inflicting partial damage and lowering his accuracy 1 stage. In the confusion from all the rushing mud, Myrmeleon runs into a Chargestone while underground. Though his ground-typing prevents him from being damaged, the resulting shock causes him to fire off Earthquake before his planned time, causing the Chargestone to have a massive discharge, hitting the unexpecting Eevee for 25 dmg.

In addition, a wild Galvantula appears due to all the commotion the battle is causing, especially the massive electrical discharge. Angry at being distrubed, its limbs grow red as it uses Fury Cutter on the closest target, which happens to be George.


Galvantula (M) Serious
30 HP/30 Energy
Atk: ***
Def: ***
SpA: ****
SpD: ***
Spe: 108

Action 3:

Shine begins glowing again and uses Helping Hand on her trusted teammate. The wild Galvantula, still quite angry, uses Agility in preparation for next round. What does it need all that speed for when it's the fastest though?! Sheldon rushes George with a mighty Superpower, unphased by the ineffective discharge.

George answers with an Ice Beam straight to Sheldon's face. How much longer can Sheldon take these boosted attacks? Myrmeleon again attempts to finish the round by using Sand Tomb on George, finally emerging from the ground. Both George and Myrmeleon will be restricted in movement, but still able to use attacks until Myrmeleon ends the trap.

Pokemon:

Code:
Match Seekers
      [IMG]http://veekun.com/dex/media/black-white/108.png[/IMG] [IMG]http://veekun.com/dex/media/black-white/133.png[/IMG]
      --------------|------------
 NAME: George (M)   | Shine (F)
 HP:   34           | 49
 EN:   50           | 57
 SPE:  26           | 64
 NATR: Brave        | Naive
 STAT:              |       
 OTHR: Seeded,S.Tomb|

Challengers
      [IMG]http://veekun.com/dex/media/black-white/387.png[/IMG] [IMG]http://www.pokemonelite2000.com/sprites/bw/328.png[/IMG]
      --------------|------------
 NAME: Sheldon (M)  | Myrmeleon (M)
 HP:   24           | 55
 EN:   32           | 58
 SPE:  31           | 10
 NATR: Adamant      | Docile
 STAT:              |       
 OTHR: -1 Atk,-1 Def| Sand Tomb

Other
[img]http://veekun.com/dex/media/black-white/596.png[/img]
Galvantula (M) Serious
HP: 30 
EN: 19 
Spe: 108
NATR: SRS!
OTHR: +2 Spe
Turn Order:

Nyx issues actions.
Shadoo issues actions.
Banryu issues actions.
Rewindman issues actions.
REFEREE

Action 1
  • Lickitung Ice Beam vs Turtwig
    ((10+5)+1.5)*1.5 = 24.75^, 25
    ((Base+Helping Hand) + ((3*-2*)x1.5)*1.5 [2x effective] = dmg.

Action 2
  • Trapinch EQ vs Eevee
    (10 + 3 + (4-2 x 1.5) = 16
  • Trapinch EQ vs Lickitung
    (10 + 3 + (4-3 x 1.5) = 14.5^ 15
  • Lickitung Muddy Water* vs Trapinch
    0.6((10 + (3-2 x 1.5)*1.5)= 10.35v 10
  • Galvantula Fury Cutter VS George
    4+3+(3-3 x 1.5) = 7
  • Chargestone vs Eevee
    25 (flat)
*note: Due to taking Muddy Water not hitting Trapinch directly, the final damage is multiplied by 3/5 (60%) for the water reaching him while underground at lower pressure.

Action 3
  • Turtwig Superpower VS Lickitung
    (12 + (4-3 x 1.5))*1.5 = 20.25v, 20
  • Lickitung Ice Beam vs Turtwig
    (10 + 5 + (3-2x1.5)*1.5 = 24.75^, 25
  • Trapinch Sand Tomb vs Lickitung
    4 + 3 + (4-3x1.5) = 8.5 +2 drain, 11


  • George
    Ice Beam, Muddy Water, Ice Beam
    7, 7, 7 = 21
  • Shine
    Helping Hand, Yawn, Helping hand
    6, 6, 6 = 18
  • Sheldon
    Leech Seed, Protect, Superpower
    9, 13, 8 = 30
  • Myrmeleon
    Dig, Underground EQ, Sand Tomb
    5, 6+3*+2**, 3 +2* = 21

    *: Due to being underground, Trapinch requires 1.5x the energy (after accounting for stab decrease) to cast attacks.
    **:Evasive digging cost

Helping Hand: The Pokemon releases a bolt of blue energy, increase the Base Attack Power of an ally’s move the same action by five (5). This move has a priority of five (5). Helping Hand only works in double and triple battles.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Effect Chance: --

Leech Seed: The Pokemon shoots out several seeds that, upon contact, sprouts into vines and wraps around the foe. The vines turn red and saps 1/30th (0.033x) (rounded) of the opponents Max HP per action and lasts for six (6) actions. Leech Seed still heals if the original attacker is switched out or faints, provided there is a Pokemon to replace it in the same slot. Leech Seed stops healing when the foe either faints or switches out, or if there is no Pokemon to replace the original users slot.

Attack Power: -- | Accuracy: 90% | Energy Cost: 10 | Effect Chance: --

Ice Beam: The pokemon opens its mouth wide, unleashing a bright azure beam so cold that it can freeze the opponent solid.

Dig: The Pokemon digs its way under the ground with claws or other appendages, and surfaces beneath its opponent and jumps out of the ground to attack it. The Pokemon may stay underground for an extended length of time, but this costs an additional three (3) energy per action.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: --

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: 10%

Yawn: The Pokemon yawns loudly, forcing the opponent to think of sleeping and making them drowsy. The opponent will fall asleep three (3) actions after they are made drowsy. This move will fail if the opponent cannot hear the user.

Protect: The Pokemon erects a barrier that Protects them from every direct and indirect attack. Only field attacks can bypass Protect. When struck by a powerful attack, the Pokemon releases a lot of energy to prevent damage. Protect fails if used on successive actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 + Damage Blocked/3 | Effect Chance: --

Attack Power: -- | Accuracy: 100% | Energy Cost: 7 | Effect Chance:--

Muddy Water: The Pokémon attacks by releasing spiraling brown water from its body that can muddy the opponent's eyes. There is a good chance to lower the target’s Accuracy by one (1) stage.

Attack Power: 10 | Accuracy: 85% | Energy Cost: 7 | Effect Chance: 30%

Earthquake: The Pokemon uses it mighty heft or inherent knowledge of tectonic manipulation to trigger an earthquake. The splitting earth and sudden impact causes major internal and external damage to the target. Trainers are encouraged to exercise caution and common sense when using this attack in certain structures. When Earthquake stikes a Pokemon in the middle of Dig, it's Base Attack Power is 15 instead of 10.

Attack Power: 10 | Accuracy: 100% | Energy Cost: 7 | Effect Chance: --

Fury Cutter: The Pokémon repeatedly slashes the foe, with every consecutive slash increasing damage by three (3) and Enegy Cost by one (1). If Fury Cutter misses or is blocked (but is still used consecutively), its number of Consecutive Uses decreases by one (1) (e.g. if it is blocked after 3 consecutive uses, the next attack will calculate damage based on 2 Consecutive uses).

Attack Power: 4 + (Consective Uses * 3) (Max 22)| Accuracy: 95% | Energy Cost: 4 + 1 per Consecutive Use | Effect Chance: --

Discharge: The Pokemon shoots a wave of dispersing electricity at the opponent. The sheer amount of the electricity gives it a good chance to paralyze the foe.

Attack Power: 8 | Accuracy: 100% | Energy Cost: 6 | Effect Chance: 30%

Superpower: The pokemon glows with strength before making a powerful strike. However, it exhausts the pokemon, lowering its Attack and Defense by one (1) stage each.

Attack Power: 12 | Accuracy: 100% | Energy Cost: 8 | Effect Chance: --

Sand Tomb: The Pokemon creates a small sandstorm under its foe that sinks it into the ground. During Sand Tomb, both Pokemon may still issue attacks, however the Sand Tomb user must maintain their focus or the sand tomb will collapse. The steady sinking of a Sand Tomb drains the opponents HP at the rate of 2 per action for as long as Sand Tomb is in effect.

Attack Power: 4 + 2 drain per action | Accuracy: 85% | Energy Cost: 4 | Effect Chance: --
 
Alright, Sheldon, great job so far!
I know you're hurt but hang in there a bit longer!
Start off with a Leech Seed on that Eevee to regain more health! Then use Mega Drain on the lickitung! Finish the round up by using Superpower again,this time on Eevee!

If Lickitung uses Ice beam the first turn, switch that turn's action to protect!

Leech Seed on Shine/Protect if Lickitung uses Ice Beam>Mega Drain on George> Superpower on Shine
 
... I knew this arena choice would bite me in the ass. Ok, George, I know you're a little weak, but you've still got plenty of fight in you, and overall, our team has more health. Go team!

Since Sheldon's just going to protect if we attack him on round one, give that Trapinch a Power Whip to try and knock him out of the Sand Tomb, and into Galvantula's attack range. Then, when Sheldon comes at you with Mega Drain, blast him with another Ice Beam. I want that turtle to catch pneumonia! If he flinches on any action because of Galvantula, capitalise with Ice Beam. If we knock him out by the third action, give Trapinch a Muddy Water instead.

Power Whip >>> Ice Beam >>> Ice Beam if Sheldon is still standing, Muddy Water if he's not.
Replace any action with Ice Beam if Sheldon flinches.
 
Okay... well, I was relying on Sheldon to help us take down George, but it looks like we'll have to handle that. D: *gulp* Okay, time to make these next couple moves count...

Start off by Protecting yourself against that Power Whip, just to be safe, then suck George down further by layering another Sand Tomb on top of the one you've already got going, that should accelerate the trapping process, and hopefully keep him in there a little while longer while you make your next move! While George is stuck in the ground and struggling to get free for a while, bust out of the ground and hit everything with a devastating Earthquake! During, before, or after the attack, do your best to get some cover from behind the electric rocks, they can't hurt you like they can the rest!

Protect > Sand Tomb (Lickitung) > Earthquake [finish round by taking cover behind/near/on top of a chargestone]
 
Alright Shine, that last round was a little brutal, but we still got this! Start off by using Detect on turtwig's leech seed. That turtle may be almost gone, but that leechseed would annoy you for a while. Make sure to move as far away from that Galvantula as you can when dodging. From there, go ahead and give another Helping Hand to George. If turtwig is still standing, go ahead and finish it with a Shadow Ball! We can't afford to let it get off that last superpower before it goes down. If not, give George another Helping Hand! Let that torrent of water show trapinch who's boss!

Detect, Helping Hand, Shadow Ball (If turtwig still alive)/Helping Hand (If turtwig is ko'd)
 
Gonna have to ask for a sub-ref for this. Can't keep activity levels up, sorry for everyone involved. :(
 
Subbing in for Midou. Asked to by Nyxnocturne. My reffing style will differ from Midous so please be aware that situations may play out differently than expected.

Code:
    [IMG]http://veekun.com/dex/media/black-white/108.png[/IMG]               [IMG]http://veekun.com/dex/media/black-white/133.png[/IMG]
George the Lickitung (M)   | Shine the Eevee (F)
HP: [COLOR=DarkRed]34/100 [/COLOR]                | HP: [COLOR=DarkRed]49/90[/COLOR]
Energy: [COLOR=Blue]50%[/COLOR]                | Energy: [COLOR=Blue]57[COLOR=Blue]%[/COLOR][/COLOR]
Status: Fine.              | Status: Fine.
Boosts/drops: None.        | Boosts/drops: None.
Other: [COLOR=SeaGreen]Seeded[/COLOR] (3), [COLOR=Sienna]Trapped[COLOR=Black].[/COLOR][/COLOR]| Other: None.

       [IMG]http://veekun.com/dex/media/black-white/387.png[/IMG]                    [IMG]http://www.pokemonelite2000.com/sprites/bw/328.png[/IMG]
Sheldon the Turtwig (M)     | Myrmeleon the Trapinch (M)
HP: [COLOR=DarkRed]24/90 [/COLOR]                  | HP: [COLOR=DarkRed]55/90[/COLOR]
Energy: [COLOR=Blue]32%[/COLOR]                 | Energy: [COLOR=Blue]58%[/COLOR]
Status: Fine.               | Status: Fine.
Boosts/drops: -1 [COLOR=Red]Atk[/COLOR] -1 [COLOR=Sienna]Def[/COLOR].| Boosts/drops: None.
Other: None.                | Other: [COLOR=Sienna]Trapping[/COLOR].

[IMG]http://veekun.com/dex/media/black-white/596.png[/IMG]
Wild Garvantula (M)
HP: [COLOR=DarkRed]30/30[/COLOR]
Energy: [COLOR=Blue]89%[/COLOR]
Status: Fine.
Boosts/Drops: +2 [COLOR=DarkOrchid]Spe[/COLOR].
Other: None.
-----------------------------------------------------------------------------------------------
Ah lovely, Chargestone Cave is my favourite place in Unova, hell in all of the regions I've been to. Don't you agree Duclohm? Indeed. It is a bit strange that a bird trainer would love this place so much, mm. I just love arcing electricity too much I guess. I'd kill for a Zapdos right now. Oh?! There's a group of people and Pokémon over there. Let say h- wait, what!? What do you mean you need a referee? Oh fine, fine. Any excuse to stay here longer.

Round 3, Fight!

Lets get right to business! Now let- hey, there's a wild Garvantula here! And he's gunning straight for Shine! He latches onto her and sucks some of her life away from her. Ow, they must have done something to really annoy him. Shine tries her best to ignore the gigantic spider on her and keeps her eyes on Sheldon.

Sheldon hunkers down and sprouts some seeds from his shell then flings them at Shine. This was the moment she was waiting for and leaps away from the seeds and the Garvantula. Myemil- Myrma- Myrmeleon, whew, takes similar evasive action except he holes down further into the ground and creates a shield from the ground and dirt renforcing it with his own energy. George is unable to break the shield with his stretchy tongue and whips at the shield fruitlessly trying to break his guard or at least tire Myrmeleon out.

Shine not enjoying George's distress has decided to help help him out a bit, she playfully calls out to him, sprinking blue energy in his direction and encurages him. While she's doing this Garvantula skitters rapidly towards her and bites her hard. Wow, this Pokémon really does not like Shine. Maybe he's grumpy and hates the cheerful type. George looks on, unable to help her and suddenly starts thrashing around trying to get away from Myr to help his friend. Sheldon buts in and places out some temporary roots into the ground and sucks some of George's energy away. Whipping around George fires a blast of supercharged cold energy at Sheldon blasting the turtle clean away then continues to struggle. Sheldon lands safely some distance away. Myr not wanting to let his prey escape deepens the sinking ground around them.

Damn, that wild Garvantula is still on Shine, slashing away at her with his fangs. She kicks him off then looping around fires dark and wispy energy at Sheldon, smacking him lightly. Somehow he's still standing after that and goes after Shine returning the favour by ramming into her with all his strength! George attempts to protect his partner by blasting more ice at Sheldon and as the ice starts to envelop the turtle he keels over, but the damage is already done and Shine is limping quite heavily now.

Myr, not to be outdone seems to have been planning something. Was it wise to ignore the antlion for so long? Engaging in his favourite hobby of digging he causes an enormous quake in the cave that smacks around everybody, well everybody that's still conscious that is. George is nearly completely swallowed by the ground and under the intense pressure goes limp, tongue hanging out as per usual. Shine is knocked over and is unable to get back up, her leg hurting her far too much to continue. Even the wild Garvantula gets a taste of the action and hisses in response. Attack over and with no opponents left Myr emerges from the ground and inches bit by bit over towards the charge stones, being very wary of the giant spider spitting at him and trying not to provoke him.
-----------------------------------------------------------------------------------------------

Code:
    [IMG]http://veekun.com/dex/media/black-white/108.png[/IMG]           [IMG]http://veekun.com/dex/media/black-white/133.png[/IMG]
George the Lickitung (M)| Shine the Eevee (F)
HP: [COLOR=DarkRed]KOed [/COLOR]               | HP: [COLOR=DarkRed]KOed[/COLOR]
Energy: [COLOR=Blue]24%[/COLOR]             | Energy: [COLOR=Blue]32[COLOR=Blue]%[/COLOR][/COLOR]
Status: Fine.           | Status: Fine.
Boosts/drops: None.     | Boosts/drops: None.
Other: None.            | Other: None.

       [IMG]http://veekun.com/dex/media/black-white/387.png[/IMG]                    [IMG]http://www.pokemonelite2000.com/sprites/bw/328.png[/IMG]
Sheldon the Turtwig (M)     | Myrmeleon the Trapinch (M)
HP: [COLOR=DarkRed]KOed [/COLOR]                   | HP: [COLOR=DarkRed]55/90[/COLOR]
Energy: [COLOR=Blue]10%[/COLOR]                 | Energy: [COLOR=Blue]35%[/COLOR]
Status: Fine.               | Status: Fine.
Boosts/drops: -2 [COLOR=Red]Atk[/COLOR] -2 [COLOR=Sienna]Def[/COLOR].| Boosts/drops: None.
Other: None.                | Other: None.

[IMG]http://veekun.com/dex/media/black-white/596.png[/IMG]
Wild Garvantula (M)
HP: [COLOR=DarkRed]16/30[/COLOR]
Energy: [COLOR=Blue]78%[/COLOR]
Status: Fine.
Boosts/Drops: +1 [COLOR=DarkOrchid]Spe[/COLOR].
Other: None.
Turn Order:
NyxNocturne releases Pokémon + ability.
rewindman releases Pokémon + ability.
Shadoo releases Pokémon, ability and issues orders.
Banryu issues orders.
rewindman issues orders.
NyxNocturne issues orders.

Turtwig, 31 spe, Overgrow
Leech Seed (Eevee): Fails due to Detect, 9 energy.
Mega Drain (Lickitung): ((6 + 2 + 3 + (1 - 3 * 1.5)) * 1), 8 dmg, + 3HP, 5 energy.
Superpower (Eevee): ((12 + (1 - 2 * 1.5)) * 1.5) + (-1 * 1.5), 14 dmg, 8 energy.
Total: 6 dmg (Licki), 14 dmg (Eevee), 22 energy.

Lickitung, 26 spe, ?
Power Whip (Trapinch): Blocked by Protect, 8 energy.
Ice Beam (Turtwig): ((10 + 5 + (3 - 2 * 1.5)) * 1.5), 25 dmg, 7 energy.
Ice Beam (Turtwig): ((10 (3 - 2 * 1.5)) * 1.5), 17 dmg, 11 energy.
Total: 42 dmg (Turt), 26 energy.

Trapinch, 10 Spe, Arena Trap
Protect (Lickitung): Protects against Power Whip, 14 energy.
Sand Tomb (Licktung): ((4 + 3 + (4 - 3 * 1.5)) * 1), 8 dmg, 3 energy.
Earthquake (Everyone): ((10 + 3 + (4 - 3 or 2 * 1.5)) * 1) 14 dmg (to Licki/Garv), 16 dmg (to Eevee), 6 energy.
Total: 22 dmg (Licki), 16 dmg (Eevee), 14 dmg (Garv), 23 energy.

Eevee, 63 spe, Run Away
Detect (Turtwig): Avoids Leech Seed, 13 energy.
Helping Hand (Lickitung): Boosts Ice Beam, 6 energy.
Shadow Ball (Turtwig): ((8 + (2 - 2 * 1.5) * 1), 8 dmg, 6 energy.
Total: 8 dmg (Turt), 25 energy.

Garvantula, 108 spe, Unnerve
Leech Life (Eevee): ((6 + 3 + (3 - 2 * 1.5)) * 1), 10 dmg, 3 energy.
Bug Bite (Eevee): ((6 + 3 + (3 - 2 * 1.5)) * 1) 10 dmg, 3 energy.
Slash (Eevee): ((7 + (3 - 2 * 1.5)) * 1), 8 dmg, 5 energy.
Total: 28 dmg (Eevee), 11 energy.

Other:
Lickitung loses 6HP from Sand Tomb.
Lickitung loses 9HP from Leech Seed.
I round all calcs that end in .5 down, they'll do 1 less damage than before.
Garvantula's target and attacks are completely random, Eevee was extremely unlucky here.
Garvantula gets its initial energy boosted to 100%.
Garvantula's speed boost drops by 1 at the end of the round.
 
Firstly, I'd like to thank Wvyerii for agreeing to sub-ref. Second, I just want to clarify something (though maybe this should wait til the end of the battle) - Will George get a KO counter for defeating Sheldon, or will Shine receive one too?
 
WOW.


I'm sending out Unicron, the Rhyhorn! With Rock Head.
I don't want Lightninrod because I WANT people to get electrocuted >:P
 
Wow, that was a really bad round... Anyway, shine, you did your best, nothing we could have done about that Garvantula (aka the random number generator)

Let's go, Helios the Larvesta!



Keep up that Flame Body of yours to ward off attacks. Hopefully, since you're a fellow bug type, that electric spider won't attack you as much...
 

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