Objection vs. deoxys314

deoxys314 said:
Looking for some fun:
2v2 singles
4 day DQ
0 recover/3 chills
I decline to choose an arena in exchange for attacking second. Surprise me with a good one!
Objection said:
I'll battle you deoxys314.

Switch=KO
All abilities
No items

EDIT: Now here's the arena: Deathtrap Dungeon
A 100ft-by-100ft square chamber with a ceiling 50ft above the ground. The walls are engraved with various pokemon faces. The chamber has no windows and the only light comes from wooden torches on the walls 30ft above the ground. These torches cannot be put out.
At the end of each round for the first eight rounds, the East and West walls will both move 5ft inwards (reducing the width of the arena by a total of 10ft).
Also at the end of each round, a trap will trigger. All have an equal chance of happening but the same trap cannot activate two rounds in a row. The traps are as follows:
Several poison-tipped darts will be fired from holes in the North and South walls. All pokemon have a 90% chance of being hit and poisoned. Poison- and Steel-type pokemon are unaffected by these.
A giant axe will swing across the arena from North to South or vice versa (alternating with each activation). This will miss any pokemon on the ground, but any airborne pokemon have a 75% chance of being hit. The axe will do damage equal to 1/2 of the pokemon's max HP (round fractions up). Unless otherwise specified, Flying-type pokemon and pokemon with the ability Levitate are assumed to be airborne.
Spikes will rise from the floor. Any grounded pokemon will be hit by them and will lose HP equal to 1/8 of their max HP (round fractions up). The spikes will then retreat back into the floor.
A thick cloud of gas will fill the arena, impeding the vision of all pokemon for one round. Pokemon that rely less on sight will be less affected.
The torches will spawn some magical flames that will float towards any pokemon in the arena. They have a 60% chance of hitting each pokemon and any pokemon hit by them will be burned. Fire-type pokemon are unaffected by these.
The engraved faces on the walls will shriek loudly for one round, waking up any sleeping pokemon and preventing all sleep-inducing and sound-based moves.
Surf, Blizzard, Solar Beam, Thunder, Moonlight, Morning Sun and weather-inducing moves cannot be used. Wind-based moves (such as Gust, Whirlwind and Silver Wind) cost 2 more energy to use. The arena is strong enough to withstand moves like Earthquake and Magnitude.
(Forgive me, I'm new to this, but doesn't the Match Seeker usually attack second anyway? In which case, how does giving up the arena choice benefit them? Or am I mistaken?)

deoxys314 sends out a Pokémon
Objection sends out a Pokéon and issues orders
deoxys314 issues orders
I ref
deoxys314 issues orders
Objection issues orders
I ref
lather, rise, repeat



Treecko(*) [Dino] (M)
Nature: Adamant (Adds * to Attack; Subtracts * From Special Attack)
Type: Grass
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)
Unburden (DW): [Innate] This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Stats:

HP: 90
Atk: *** (+)
Def: **
SpA: ** (-)
SpD: **
Spe: 70

EC: 1/9
MC: 1
DC: 1

Pound (*)
Leer (*)
Absorb (*)
Quick Attack (*)
Pursuit (*)
Screech (*)

Brick Break (*)
Aerial Ace (*)
Facade (*)

Crunch (*)
Leech Seed (*)
Magical Leaf (*)


Gastly (*) [Ghostfreak] (M)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Ghost/Poison
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1). (Gengar line and pure Ghosts only: moving through walls.)
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).

Abilities:
Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Level Ground, and Magnitude. Other Ground moves can still hit.

Stats:

HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 80


EC: 2/9
MC: 0
DC: 1

Attacks:

Hypnosis (*)
Lick (*)
Spite (*)
Mean Look (*)
Curse (*)
Confuse Ray (*)
Night Shade (*)
Sucker Punch (*)

Thunderbolt (*)
Shadow Ball (*)
Sludge Bomb (*)

Astonish (*)
Psywave (*)
Disable (*)

Dark Pulse



Type: Steel
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Abilities:
Plus: [Innate] 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.
Minus: [Innate] 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.
Clear Body: [Innate] (DW) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Nature: Sassy Adds * to Special Defense and 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 (-)

EC: 0/9
MC: 0
DC: 0

Moves:

ViceGrip
Charge
Thundershock
Gear Grind
Bind

Lock-On
Zap Cannon
Shift Gear

Volt Switch
Charge Beam
Double Team


Facilier the Murkrow

Murkrow (*) [Facilier] (M)
Nature: Naive (+Speed, -Special Defence)

Type: Dark/Flying
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: ***
Def: **
SpA: ***
SpD: * (-)
Spe: 105 (+)

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

Abilities:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Attacks:
Peck (*)
Astonish (*)
Pursuit (*)
Haze (*)
Wing Attack (*)
Night Shade (*)
Assurance (*)

Confuse Ray (*)
Faint Attack (*)
Whirlwind (*)

Taunt (*)
Aerial Ace (*)
Snarl (*)

Heat Wave

Ursula the Frillish

Frillish [Ursula] (F)
Nature: Modest (+Special Attack, -Attack)

Type: Water/Ghost
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).
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1).

Stats:
HP: 90
Atk: * (-)
Def: **
SpA: **** (+)
SpD: ***
Spe: 40

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

Abilities:
Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recover HP equal to what the damage would have done.
Cursed Body: (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.
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.

Attacks:
Bubble
Water Sport
Absorb
Night Shade
BubbleBeam
Recover
Water Pulse

Acid Armor
Confuse Ray
Pain Split

Ice Beam
Shadow Ball
Surf
Scald

Jafar the Gligar

Gligar [Jafar] (M)
Nature: Adamant (+Attack, -Special Attack)

Type: Ground/Flying
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).
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).

Stats:
HP: 100
Atk: **** (+)
Def: ****
SpA: * (-)
SpD: ***
Spe: 85

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

Abilities:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.

Attacks:
Poison Sting
Sand-Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack

Metal Claw
Night Slash
Wing Attack

Earthquake
Stone Edge
X-Scissor


Well now, this is an eerie sight... Deep underground, a horrific chamber has been carved out of the bedrock. No light filters down to this dungeon, but smoky torches line the walls, giving off a flickering glow. Some mad artist has carved the walls with twisted representations of Pokémon, their stone faces seeming to scream with the agony of their existence. A few holes and slots in the walls speak of dangerous traps jsut waiting to be sprung. And two daring individuals have decided that this makes it the perfect place for a Pokémon fight!
 
First, Bind him to the wall and/or ceiling so he can't escape later, then hit him with a Gear Grind. Finally, Shift Gears to be ready for anything next round.
 

HP: 90
Atk: **
Def: ***
SpA: **
SpD: **** (+)
Spe: 26 (-)
Energy: 100%

vs.


HP: 100
Atk: **** (+)
Def: ****
SpA: * (-)
SpD: ***
Spe: 85
Energy: 100%

Jafar starts the match off, swooping down to impact the stone floor - and causing a massive Earthquake! The seismic waves ripple through the stone floor, smacking into Byte and doing major damage. Byte picks itself up and tries to Bind Jafar between the two furiously moving gears that make up its body - but Jafar manages to swoop out of the way at the last second! Looks like the Bind attack missed.

A little worried about him getting hit again, Objection orders Jafar to Harden itself. The Gligar concentrates carefully, and his body glows as his defence increases. Unfazed, Byte goes for a Gear Grind attack. Bouncing up, Jafar is caught between the two gears! Unable to escape the cogs, Jafar is ground down between them, with both gears scraping painfully along his body. Luckily the well time Harden reduces some of the impact.

Jafar finally frees itself from Byte, but suddenly pricks its head up. Has it heard something from the traps built into the walls? It looks like he's taking no chances; he flies down to the ground, taking up a defensive posture. Byte takes the chance to Shift Gears. The cogs latch onto a different set of teeth, and the gears that comprise the Klink spin around faster and with more power.

Well, it looks like Jafar was right; with a dull rumble, the ancient machinery comes to life! The walls themselves trundle slowly inwards. Looks like someone triggered a trap on the way in... Let's just hope they don't crush everyone into paste! But just as everyone's breathing a sigh of relief, another trap is sprung - deadly poison tipped arrows shoot out from the walls, spraying across the arena. Luckily the trainers manage to dodge out of the way, but their Pokémon aren't so lucky; both are peppered by the poisonous darts. Byte shrugs the effects off, but Jafar is poisoned.


HP: 68.25
Atk: ** (+1 for 6 actions)
Def: ***
SpA: **
SpD: **** (+)
Spe: 26 (-) (+2 for 6 actions, reaching 52)
Energy: 82%

vs.


Poisoned
HP: 91.5

Atk: **** (+)
Def: **** (+1 for 1 round)
SpA: * (-)
SpD: ***
Spe: 85
Energy: 86%

EQ: Power 10, Energy 7
Crits (16 rolled on a 1-16 die)
(10+3+1.5)*1.5 = 21.75

Bind: Energy 3
Misses (96 rolled on a 1-100 die)

Harden: Energy 5
+1 Def

Gear Grind: Power 5+5, Energy 8
Hits (36 rolled on a 1-100 die)
No crit (12 rolled omn a 1-16 die)
(10+3-3-1.5) = 8.5

Land: Energy 2

Shift Gears: Energy 7
+2 Speed, +1 Att

Trap: Poison darts (1 rolled on a 1-6 die)
Is Gligar hit? (50% success due to landing in preparation, so 1-50 not hit, 50-100 hit) (64 rolled on a 1-100 die)
Is Klink hit? (90% chance of hit) (55 rolled on a 1-100 die)


deoxys314's turn to issue orders!
 
Okay, first start off by using Double Team and making 2 additional copies (so it looks like there are three of you total). In this semi-darkness, it should be easy to move about and get him confused. Then use a Vicegrip and hold him in place for another Gear Grind!
 
First, I want you to use another Earthquake, then use the darkness to your advantage with a Faint Attack. There's no way you can miss with that. After that, I want you to Harden again. With the poison sapping away at your health, you can't be too well-protected.
 
(Errors + omissions: I forgot to take STAB into account for the Earthquake last turn. So, that's an extra 4.5 damage Byte should have taken. I also forgot to check to see if the second hit of Gear Grind was a crit. Check now... rolled a 16. It did crit. So, an extra 3 damage on Jafar. Sorry!)


HP: 63.75
Atk: ** (+1 for 6 actions)
Def: ***
SpA: **
SpD: **** (+)
Spe: 26 (-) (+2 for 6 actions, reaching 52)
Energy: 82%

vs.


Poisoned
HP: 88.5

Atk: **** (+)
Def: **** (+1 for 1 round)
SpA: * (-)
SpD: ***
Spe: 85
Energy: 86%

Well, that spray of poison darts was pretty unexpected... Let's hope that's the worst this chamber has to offer! Quite apart from the Pokémon getting injured, the trainers themselves had a near escape there! Jafar pulls itself together first, and lets off a devastating Earthquake attack! Once again, the seismic forces toss poor Byte all over the place. Looks like he's decided discretion is the better part of valour, though. With a whirring sound, the gears go into overdive, and the usually slow Klink speeds around the floor, leaving afterimages behind it! Now it appears as though a trio of Klink are here!

How's Jafar going to react to this? It looks like he's... calmly walking up to the Klink trio? Yes, he's landed on the ground and is walking up to Byte, without making any attempt at offence or defence. Byte's a little confused... Who wouldn't be? Completely disarmed by this strategy, the real Byte leaves his clones and goes to meet Jafar. Perhaps he wants to talk or something? Oh, no, wait... Jafar takes the oppurtunity to smack Byte with a Faint Attack, before flying off cackling to itself! Well now, that was pretty unfair. I guess it's not a dark type move for nothing. It didn't do much damage, though; looks like Byte's even managed to concentrate enough not to drop the double team illusion. He's pretty angry though; and yes, he launches after Jafar and latches on with a Vicegrip. The Gligar struggles a bit, but Byte's holding on hard!

Unable to free himself from the pair of crushing gears, Jafar instead decides to beef up his defence. Glowing a little, his firm carapace has become even harder! Byte takes the most of the oppurtunity and uses Gear Grind! He's really putting the squeeze on him! (Sorry.) The pair of gears mercilessly crush Jafar, and it seems like one of the pair has scored a critical hit again! Jafar finally manages to break free and flies up and away from Byte.

The battlers are so intent on each other they haven't been paying attention to the chamber, but with a squeaking of forgotten gears it seems another trap has come to life! The walls slowly trundle inwards once more as a hissing sound emanates from several hidden grates. A thick miasma pours out, obscuring the arena!


HP: 37
Atk: ** (+1 for 3 actions)
Def: ***
SpA: **
SpD: **** (+)
Spe: 26 (-) (+2 for 3 actions, reaching 52)
(+1 Evasion)
Energy: 64%

vs.


Poisoned
HP: 68

Atk: **** (+)
Def: **** (+1 for 1 round)
SpA: * (-)
SpD: ***
Spe: 85
Energy: 70%

Earthquake: Power 10, Energy 7
Doesn't crit (15 rolled)
(10+3+1.5)*1.5 = 21.75
Jafar takes 2 poison damage

Double Team, with two clones: Energy 8
+2 Evasion

Faint Attack: Power 6, Energy 4
Doesn't crit (11 rolled)
(6+1.5)*2/3 = 5
Jafar takes 2 poison damage

Vicegrip: Power 6, Energy 4
Doesn't crit (15 rolled)
(6-3) = 3

Harden: Energy 5
+1 Def
Jafar takes 2 poison damage

Gear Grind: Power 5+5, Energy 6
Does it hit? Yes, due to Vicegrip
Does it crit? First attack - yes (16 rolled) second - no (4 rolled)
(10+3+3-3-1.5) = 11.5

Trap time! 3 rolled; obscuring miasma.


Objection's turn!
 
Quickly, Gear Grind him, then Shift Gears again. Finish the round by clinking your way up the wall to avoid the earthquake, and make sure you stay close to the wall once you reach the top in case that axe falls.

((I'm assuming Byte's teeth can find some purchase in the carvings on the walls and use that to climb up.))
 

HP: 37
Atk: ** (+1 for 3 actions)
Def: ***
SpA: **
SpD: **** (+)
Spe: 26 (-) (+2 for 3 actions, reaching 52)
(+1 Evasion)
Energy: 64%

vs.


Poisoned
HP: 68
Atk: **** (+)
Def: **** (+1 for 1 round)
SpA: * (-)
SpD: ***
Spe: 85
Energy: 70%

The thick cloud of gas is making it pretty hard to see what's going on, but both trainers issue their orders and hope for the best. Jafar starts off, swooping down to try and kick up some sand into Byte's face. Byte still has a clone from the earlier Double Team, but Jafar isn't fooled; despite the clone and the gas, his sand hits home with unerring accuracy. Byte responds by attempting a Gear Grind; will it hit despite the sand obscuring his vision? It's a bit hard to make out through this fog, but... yes! The Gear Grind hits home, doing respectable damage.

Jafar's not happy about the hit, and it looks like he wants to protect himself more - he uses Harden yet again. Byte decides to concentrate on his stats too. His gears are already locked in attack position, but by straining somewhat he manages to squeeze a little more speed out! That should also keep him in the higher gear for a bit longer.

Looks like Gligar's had enough Hardening - he goes on the attack again! Flying up and then crashing down into the ground he lets out another Earthquake. Byte races for the walls to try and climb to safety, but he simply isn't fast enough to get there before the attack hits; and despite the miasma covering the arena, the attack hits home, once more doing serious damage. Picking himself up Byte makes his way up the wall, the cogs intermeshing with stony protuberences; but it's somewhat akin to locking the stable door after the horse has bolted...

Byte feels an ominous shaking from the wall, but manages to cling to it as it slides inexorably towards its partner across the chamber. The trainers brace for impact, waiting to see what else the room has to offer; another spew of darts shoots from the wall! The deadly poison tipped barbs pepper the arena again, hitting both combatants. Byte's Steel typing makes him immune, but Jafar isn't so lucky - I think his poisoning has got worse!


HP: 15.25
Atk: ** (+1 for 5 actions)
Def: ***
SpA: **
SpD: **** (+)
Spe: 26 (-) (+2 for 5 actions, reaching 52)
(-1 Accuracy)
Energy: 49%

vs.


Badly Poisoned
HP: 52
Atk: **** (+)
Def: **** (+1 for 1 round)
SpA: * (-)
SpD: ***
Spe: 85
Energy: 55%

Sand Attack: Energy 3
Does it hit? 56.25% chance of success (3134 rolled on a D10000) Hits
-1 Accuracy for Byte
DT clone fades
Jafar takes 2 poison damage

Gear Grind: Power 5+5, Energy 6
Does it hit? 51% chance of success (17 rolled on a D100) Hits
Does it crit? (8 rolled, 1 rolled on a D16) no crits
10+3-3= 10

Harden: Energy 5
+1 Def
Jafar takes 2 poison damage

Shift Gears: Energy 7
Speed +1, to 65 (still slower than Gligar)

Earthquake: Power 10, Energy 7
Does it hit? 75% accuracy (63 rolled on a D100) Hits
Does it crit? (5 rolled) No
(10+3+1.5)*1.5 = 21.75
Jafar takes 2 poison damage

Climb the wall: Energy 2

Trap time! Rolled a 1. Poison Darts.
70 rolled (Jafar hit)
71 rolled (Byte hit)


deoxys314's turn!
 
Okay Byte, this is going to be tough. I want you to grab onto him with a Vicegrip, and hold on for dear life, then hit him with two Gear Grinds in a row.
 
Keep using Earthquake until he is KO'd then Chill for the rest of the round, but make sure you are on the ground before the end of the round.
 

HP: 15.25
Atk: ** (+1 for 5 actions)
Def: ***
SpA: **
SpD: **** (+)
Spe: 26 (-) (+2 for 5 actions, reaching 52)
(-1 Accuracy)
Energy: 49%

vs.


Badly Poisoned
HP: 52
Atk: **** (+)
Def: **** (+1 for 1 round)
SpA: * (-)
SpD: ***
Spe: 85
Energy: 55%

Byte looks ready to drop, but he's not giving up yet! Jafar starts with an Earthquake, hoping to dislodge the Klink from its perch on the wall. The whole room shakes with the force Jafar has unleashed, whilst Byte tries to cling on for dear life. But it's no good - the ancient wall isn't the most stable of structures, and after the constant tectonic forces the architecture is, at least superficially, somewhat weaker than it was. The narrow ledge Byte is clinging to gives way, and the poor Klink tumbles down to the heaving floor! Unable to withstand such punishment, it looks like Byte's battle is over.


HP: 0
Atk: **
Def: ***
SpA: **
SpD: **** (+)
Spe: 26 (-)
Energy: 49%

vs.


Badly Poisoned
HP: 51
Atk: **** (+)
Def: ****
SpA: * (-)
SpD: ***
Spe: 85
Energy: 48%

Earthquake: Power 10, Energy 7
Does it hit? 75% chance of dislodging Byte. (2 rolled on a D100)
Crit? (No; 2 rolled on D16)
Fall damage: Flat 6 fall damage
(10+3+1.5)*1.5 = 21.75
KO!
Jafar takes 1 Toxic damage.

The rest of the rounds actions don't occur.

The trap will trigger at the start of next round once both Pokémon are on the field.


Deoxys314 sends out a replacement Pokémon, then Objection issues orders, then deoxys314 issues orders.
 
Night Slash - Faint Attack - Night Slash.

If he disables Night Slash on the first action, use Faint Attack as the last action.
 
Alright, Ghostfreak, let's go. I want you to use Disable twice (obviously waiting until after he attacks both times). Then, while he is wandering around aimlessly, hit him with a Shadow Ball.

EDIT: If only one move can be Disabled at one time, then the sequence of actions should be Disable > Shadow Ball > Dark Pulse.
 
Just saying, I don't think you can disable more than one attack at a time. I might be wrong, but I'm pretty sure I read somewhere that it couldn't.
 
It does in-game, but since we have so many more options than just four, I thought it would work. I'll edit in a substitution and roll with whatever Showsni decides.
 
Argh! The forum ate my post. :( I can remember how all the rolls went, but not the exact numbers... Sigh. Retyping everything.

RE Disable: Well, since this is anime style, we should probably take our cues from the anime; but Disable in the anime seems to completely disable the Pokémon from being able to move or do anything, which would be kind of overpowered. So I guess we'll stick to the games and say only one attack can be diabled at once.


HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 80
Energy: 100%

vs.


Badly Poisoned
HP: 51
Atk: **** (+)
Def: ****
SpA: * (-)
SpD: ***
Spe: 85
Energy: 48%

Well, this feels kind of like deja vu, but only to me... Ahem.
Looks like the type difference was just too much for Byte, as he finally succumbs to the powerful Ground type. What Pokémon will be coming out? It looks like - yes! Ghostfreak the Gastly takes to the floor. It's got to make up for lost ground.

Jafar starts things off by slashing at Ghostfreak with his deadly pincers. A trail of darkness seems to follow the strike - it's a Night Slash! Ghostfreak takes the hit, looking somewhat the worse for wear. He floats back a little, and a strange blue glow seems to outline his body. What is he doing? Oh, the blue glow has spread to outline Jafar too - it's a Disable attack! Jafar won't be able to use his Night Slash in a hurry!

Jafar has another super effective attack in his arsenal, though; just as with Byte he flutters disarmingly up to Ghostfreak. Surely he won't fall for this too? Oh, but he has; feinting closer, Jafar strikes with a Faint Attack. Ghostfreak won't let that go unpunished, though; he concentrates and sends a ball of writhing purple energy through the air. The shadow ball hits Jafar dead on, seeming to drape itself on him as the sticky shadows seep into his body. Urgh.

Jafar feels like he's onto a good thing here, though. He's going for another Faint Attack! Surely it won't fool Ghostfreak twice in row? But once again, Ghostfreak lets Jafar get in close. There's no dodging the attack at this short range! This time, Ghostfreak is responding with a Pulse of Darkness. The attack connects home, striking Jafar for a solid blow.

Jafar decides to get some distance from his opponent, and flies up and away. The Gastly floats after him. With a dull roar, the walls once again begin their ponderous journey; but this time, there's also a click, as of a latch being released. Ghostfreak glances backwards just in time to see a massive axe swing down, cutting through the air almost silently. Ghostfreak just manages to turn intangible in time for the axe to pass through him; Jafar isn't so lucky. The massive weapon smashes into him, and he plummets from the air. Objection rushes forwards to catch his stricken Pokémon. Jafar's lucky to be alive after that blow; but his fight is definitely over.


HP: 48
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 80
Energy: 82%

vs.


Badly Poisoned
HP: 0
Atk: **** (+)
Def: ****
SpA: * (-)
SpD: ***
Spe: 85
Energy: 31%

Objection sends out a new Pokémon, deoxys314 issues orders, then Objection issues orders.

Since I lost the first post I don't have the exact die rolls for the random things.

Night Slash: Power 7, Energy 5
No crit
(7+3)*1.5 = 15
Jafar takes 2 poison damage

Disable: Energy 6
Night Slash disabled for 6 actions

Faint Attack: Power 6, Energy 4
No crit
(6+3)*1.5 = 13.5
Jafar takes 3 poison damage

Shadow Ball: Power 8, Energy 6
No crit
No Sp. Def. drop
8+3+3 = 14

Faint Attack: Power 6, Energy 8
No crit
(6+3)*1.5 = 13.5
Jafar takes 4 poison damage

Dark Pulse: Energy 6, Power 8
No crit
No flinch
8+3 = 11

Trap: Axe
Jafar hit; 50 damage
Ghostfreak not hit
 
Well, that horrific axe attack has left both trainers somewhat shaken. Onjection returns Jafar to his Pokéball, promising to get his injuries seen to as soon as possible, and sends out his replacement; it's Facilier the Murkrow!



HP: 100
Atk: ***
Def: **
SpA: ***
SpD: * (-)
Spe: 105 (+)
Energy: 100%

vs.


HP: 48
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 80
Energy: 82%

Well, both sides are down to their final Pokémon; but it's still all to play for! Ghostfreak and Facilier hover at opposite ends of this dank chamber, facing each other down. The gloomy atmosphere seems quite appropriate for a Ghost and a Dark type!

Facilier starts off, letting out a vicious snarl. Quite an odd sound for a bird to make... Oh, but Facilier got super lucky there! It was a critical hit! Ghostfreak tumbles through the air, the darkness imbued sound waves rippling through his body. It looks like the attack was off putting enough that Ghostfreak's own power has dropped. Nevertheless, he recovers and begins his next attack; a thunderbolt! Quite a tricky prospect in an enclosed space like this. Ghostfreak concentrates on the molecules in the air, drawing together a path of potential leading straight to Facilier; and a bolt of lightning darts along it, frying the bird! That did quite a lot of damage.

Facilier is a little chargrilled by the lightning, but still capable of letting out another snarl. Once again Ghostfreak is wracked by the dark energy, but at least this time it isn't a critical hit. He responds by spitting out a disgusting globule at Facilier, which detonates into a foul smelling mess - a sludge bomb! Facilier takes a fair amount of damage, but manages to avoid inhaling any of the toxic fumes.

Fed up of snarling, Facilier look slike he's going for a more physical attack. He's... fluttering disarmingly closer to Ghostfreak? Surely he won't fall for this yet again! But no, Ghostfreak is intrigued enough to drop its defences and float forwards. We know how this is going to end... Yep, Facilier slashes its claws in a quick Faint Attack and retreats, cackling to itself. Oh Ghostfreak, you've got to stop being so trusting! Well, after that final hit, it seems Ghostfreak just can't hang on. He floats down to the ground, and deoxys314 calls him back to his Pokéball. The match is over! Now everyone can get out of this death trap before the walls crush us all...

(If it weren't for that Super Lucky critical hit on the first action, Ghostfreak would have survived the round with .75 HP left!)

Well, it seems like he wants to pay Facilier back for that insult; another bright bolt of thunder grounds itself into the poor Murkrow! That'll teach it.

The room rumbles as the trap activates itself. Everyone's pretty wary at this point, fearing what the room could offer; except for Facilier, who's only just been let out of its Pokéball. And that complacency costs him! A stream of poison tipped darts shoots out of holes in the walls, and peppers the playing field. Facilier is caught dead on, and poisoned! A few darts manage to hit Ghostfreak, but with his poison typing, they don't seem to bother him at all.




HP: 62.5
Atk: ***
Def: **
SpA: ***
SpD: * (-)
Spe: 105 (+)
Energy: 82%

vs.


HP: 0
Atk: * (-)
Def: **
SpA: ***** (+) (-2 Special Attack)
SpD: **
Spe: 80
Energy: 68%

And so, to the victor the spoils! Jafar, Ghostfreak and Facilier get 1 KO counter each. Jafar, Byte, Ghostfreak and Facilier get 1 Move Counter, Evolution Counter and Dream Counter each. Objection and deoxys314 get 2 Trainer Counters each. Showsni gets 2 Ref Counters.

Snarl: Power 6, Energy 5
Does it hit? 95% accuracy (35 rolled on a D100) Hits
Does it crit? (8 rolled on a D8) Yes
(6+1.5+3+3)*1.5 = 20.25
Gastly gets -1 Sp. Att.

Thunderbolt: Power 10, Energy 7
Does it crit? (5 rolled on a D16) No
Does it paralyse? (8 rolled on a D10) No
(10+(4*1.5))*1.5-1.5 = 22.5

Snarl: Power 6, Energy 9
Does it hit? (37 rolled on a D100) Yes
Does it crit? (5 rolled on a D8) No
(6+3+1.5)*1.5 = 15.75
Gastly gets -1 Sp. Att.

Sludge Bomb: Power 9, Energy 7
Does it crit? (3 rolled ona D16) No
Does it poison? (4 rolled on a D10) No
9+3+6-3 = 15

Faint Attack: Power 6, Energy 4
Does it crit? (1 rolled on a D8) No
(6+3+1.5)*1.5 = 15.75
Gastly faints. So, the following stuff is kind of pointless...

Thunderbolt: Power 10, Energy 7
Does it crit? (5 rolled on a D16) No
Does it paralyse? (1 rolled on a D10) No
(10+(4*1.5))*1.5-3 = 21

Trap! 1 rolled on a D5; poison darts.
Is Murkrow hit? (3 rolled on a D4) Yes
Is Gastly hit? (3 rolled on a D4) Yes
 
Good game. This was a fun arena and I'll keep it in mind for future battles. deoxys314 was a good opponent and Showsni was a brilliant ref.

One nitpick: Due to Murkrow having a +speed nature, the accuracy of its attacks gets a flat 5% increase, so Snarl was guaranteed to hit. Not that it matters much.
 

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