3v3 singles Zarator VS Rediamond

Rules
3v3 single battle
2 day DQ

No items
All abilities
Switch = KO

-Arena-
Shimmering Flats
The area is desolate salt flats for as far as the eye can see. There's no sources of water. Dawn has just broken and the temprature is still tolerable for now. Pokémon digging through the soil will be hurt (10 per action) by the concentration of chemicals beneath the surface.

Zarator's Team:

Zweilous* (Tiamat) (F)
Nature: Timid (Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.

Type: Dragon/Dark
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)
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).

Stats
HP: 100
Atk: ** (-)
Def: ***
SpA: ***
SpD: ***
Spe: 67 (58*1.15, rounded up)

EC: 7/9
MC: 1
DC: N/A

Ability:
Hustle (Can be enabled): 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.

Attacks:
Bite(*)
Crunch(*)
Dark Pulse(*)
Dragon Pulse
Dragon Rage(*)
Dragonbreath(*)
Earth Power(*)
Focus Energy(*)
Head Smash(*)
Headbutt(*)
Incinerate(*)
Roar(*)
Tackle(*)
Thief(*)
Thunder Wave(*)



Haunter* (Cyric) (M)
Nature: Modest (Attack reduced by *; Special Attack raised by *).

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).

Stats:
HP: 90
Atk: * (-)
Def: **
SpA: ***** (+)
SpD: **
Spe: 95

EC: 6/9
MC: 0
DC: N/A

Ability:
Levitate: (Innate) 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.

Attacks:
Confuse Ray(*)
Curse(*)
Destiny Bond
Energy Ball(*)
Haze(*)
Hypnosis(*)
Lick(*)
Mean Look(*)
Night Shade(*)
Perish Song(*)
Psychic
Scary Face(*)
Shadow Ball(*)
Spite(*)
Sucker Punch(*)
Thunderbolt(*)



Kitsunoh* (Mask) (M)
Nature: Jolly (Special Attack reduced by *; A 15% increase in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.

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

Stats:
HP: 100
Atk: ****
Def: ***
SpA: * (-)
SpD: ***
Spe: 127 (110*1.15)

EC: N/A
MC: 0
DC: 3/5

Abilities:
Frisk: (Can be activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (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.

Attacks:

Curse(*)
Dig(*)
Earthquake
Faint Attack(*)
Featherdance(*)
Ice Fang
Iron Defense(*)
Leer(*)
Lick(*)
Meteor Mash(*)
Odor Sleuth(*)
Psycho Shift(*)
Rock Slide(*)
Scratch(*)
Shadow Sneak(*)
Shadowstrike
Substitute
Will-O-Wisp(*)


Rediamond's team:


Vulpix(*) [Sunshine] (Female)
Nature: Modest (+SpAtt, -Att)

Type:
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
Att: *(-)
Def: **
SpAtt: ***(+)
SpDef: ***
Spe: 65


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

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Drought: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). (Dream Locked)

Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*

Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack

Protect*
Toxic*
Return*
Dig


Mankey [Nuclear] (M)
Nature: Lonely (+*Att, -*Def)

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

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

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

Abilities:
Vital Spirit: [Innate] This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its 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
Anger Point: [Innate] When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).
Competitive Spirit: [Innate] The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages. [DreamLocked]

Attacks:
Covet
Scratch
Low Kick
Leer
Focus Energy
Fury Swipes
Karate Chop
Seismic Toss
Screech
Assurance
Fury Swipes
Focus Energy

Close Combat
Rock Slide
Counter

Hone Claws
Taunt
Overheat
U-Turn



Nuzleaf [LOCKE] (M)
Nature: Adamant (+*Att, -*SpAtt)

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).

Stats:
HP: 100
Atk: ****(+)
Def: **
SpA: **(-)
SpD: **
Spe: 60

EC: 4/9
MC: 0
DC: 1/5

Abilities:
Chlorophyll:[Innate]During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Early Bird: [Innate] This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.
Wicked Thief: [Innate] This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and the opposing Pokemon strikes it with a contact attack, their item is stolen and becomes the held item of this Pokemon. [DreamLocked]

Attacks:
Bide
Harden
Growth
Nature Power
Synthesis
Extrasensory
Fake Out
Torment
Razor Wind

Bullet Seed
Quick Attack
Leech Seed

Dig
Swords Dance
Sunny Day


Turn order

-Zarator will choose his first Pokémon.
-Rediamond will choose his first Pokémon then issue actions.
-Zarator will issue actions.
-Reffing.
-Zarator will issue actions.
-Rediamond will issue actions.
-Reffing.
-Etc...

Turn order is conserved when picking new Pokémon after a KO.
 
*cuddling Vulpix*
Hey, Sunshine, you remember that team?
*Vulp Vulpix*
Yeah, they are a lot bigger now.
*Ix Vulp Ix*
Yes, you are fighting that guy again. Just remember, you're my favorite.

Go, Sunshine (Vulpx)!

Start off with a Will-o-Wisp. If he uses a Substitute round one, use Roar instead. If he isn't burned round two, Will-o-Wisp again, and once again Roar if he subs. If he's burned, use Sunny Day. On Round Three, if he's burned, use Flamethrower. If he's not Burned, see instructions for "not burned on round two."

Will-o-Wisp/Roar~Will-o-Wisp/Roar/Sunny Day~Will-o-Wisp/Roar/Flamethrower.
 
Lol, are those orders an IQ test in disguise? Either way, Substitute first to avoid Will-o-Wisp. I couldn't care in the least about Roar, a shudder in the back never killed anyone. Now, crack the earth around you with a couple Earthquakes. Let's show him who's the superior fox!

Substitute (21 HP) - Earthquake - Earthquake
 
Zarator's Pokémon:

Mask the Kitsunoh (M)
HP: 100/100
Energy: 100%
Status: Fine
Boosts/Drops: None.
Other: None.


Rediamond's Pokémon:

Sunshine the Vulpix (F)
HP: 90/90
Energy: 100%
Status: Fine.
Boosts/Drops: None
Other: None.


-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-

Hello and welcome to the battle at Shimmering Flats! Hmm... I just got a sense of deja vu and the sudden urge to get onto my Duclohm. Anyway while I do that lets take a look at the battlers first Pokémon! From Zarator we have Mask! This Kitsunoh looks experienced and maybe a little more forgiving than most of it's species. From Rediamond we have Sunshine! She looks to be an extremely well groomed and balanced Vulpix. No doubt she'll be extremely beautiful when she grows up.

The trainers are now prepping their Pokémon up for the start of the battle, giving them advice and making last minute checks to their health and fitness. The things I'm hearing from Rediamond is, well, mind bending. I hope Sunshine can decipher that. Everything finished the competitors take their starting positions facing each other and wait for the battle to start... oh wait, I have to call that, ahem.

Round 1, start!

Both Pokémon spring into action. Mask splits a shadowy replica from its body and sinks into its shadow. Sunshine seeing this makes her best effort to scare Mask with a little Roar. Mask re-emerges, loops around his sub and lets off some hacking laughter at Sunshine, how mean, it seems to have had no effect anyway. Sunshine seems embarrassed, backing off a little with her head down.

Mask is now detaching from his sub, leaping up and slamming the ground with both his shoulder masks and his head in a powerful Earthquake, oh boy it feels really strong, even from my perch up here on my Duclohm. Vulpix flies backwards with some bits of rock. She lands a short distance away and pulls herself to her feet. She raises her head up into the air and howls letting off a brilliant aura and calling the sun, making even the dawn feel blazing hot. I have a feeling that aura has been locked away, it may be scary when that power is unleashed fully.

Mask keeps up his offense and quickly smacks the ground in a weaker quake before looping back and melding back into his sub. He looked a bit worried there, I wonder if he's fought this foe before and knows what's coming. Sunshine manages to keep her footing this time and seems to be about to go on the offensive herself. She rears her head back and, holy..., erm, a huge plume of fire bursts forth from her mouth completely demolishing the sub in raging flames. I didn't know something that small could produce something so powerful.

-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-

Zarator's Pokémon:


Mask the Kitsunoh (M)
HP: 79/100
Energy: 64%
Status: Fine
Boosts/Drops: None.
Other: None.


Rediamond's Pokémon:

Sunshine the Vulpix (F)
HP: 47/90
Energy: 78%
Status: Fine.
Boosts/Drops: None
Other: None.


Arena:
Is under intense sunlight (4 actions)
Few cracks here and there.

Calculations: (reasons for how Vulpix acted is in here)
Kitsunoh
Substitute
Create 21 hp sub, 18 energy.

Earthquake
((10 + 3 + (4 - 2 * 1.5)) * 1.5), 24 dmg, 7 energy.

Earthquake
((10 + (4 - 2 * 1.5)) * 1.5), 19 dmg, 11 energy.

Total: 21 hp sub, 43 dmg, 36 energy.

Vulpix
Roar
No stat changes to reset, 7 energy.

Sunny Day
Creates sunny conditions, 9 energy (5 actions).

Flamethrower
(((10 * 1.5) + 3 (3 - 3 * 1.5)) * 1.5), 27 dmg, 6 energy.

Total: 27 dmg (destroys sub), 22 energy.

Other
I took pity and made Vulpix ignore the roar commands after the first. Following it to the letter is pretty much throwing the match to Kit which is boring. This isn't a switch battle and multiple roars have no effect anyway! (apart from dealing with stat boosts but that's a bit like hazing over and over)
 
Heh, those Flamethrowers are gonna hurt, my fox! No reason to hold back now. Earthquake like there's no tomorrow. HOWEVER, if Vulpix attempts to burn you or put you to sleep, hide behind a Substitute. You're much faster, I know you can do it!

Earthquake - Earthquake - Earthquake
If Vulpix uses Will-o-wisp or Hypnosis, replace your current action with Substitute (15 HP).
 
Wait, only Burning or sleep trigger Substitute...

This isn't over yet!

Confuse Ray~Flamethrower~Flamethrower.

Let's do this (hopefully)
 
Round 2, start!

Mask kicks off the next round by barreling towards the Vulpix through the flames, masks glowing red hot from the intense heat. His ghostly form seems to be cooling and re-hardening the steel faster than normal, allowing it to be hard enough to be used in the creation of another quake! It's a good thing the ground is already parched and cracked otherwise all this shaking would have done some sizeable damage. Sunshine's fragile form can't take too many of these tremors. She picks herself up and then flashes white in a strange pattern. Mask is now howling half blinded and in some sort of mental discomfort.

Oh! Here comes another quake! What?! Mask's normally elegant and calculated leaps and strikes are all off balance and instead of hitting the ground dead on he skims the edge of his mask and ends up slamming his side into the ground hard. It seems to have knocked a little sense into him but Vulpix has gone all out with its flames now, probably taking advantage of that blazing sun to do some serious damage. With Mask being a sitting target that blast of fire must have hurt!

Mask wobbles back to his feet, steam flowing from his body and still looking uncordinated. He leaps up and looks like he's going to successfully pull off another of his famous quakes but no! He tried it too early and smashes the slightly soft and weakened metal on the ground, chipping it and not causing enough force to set off his attack. So much head trauma, poor Mask. While he's nursing his head Sunshine doesn't take pity on her confused foe and bathes him in more flames. I must say, with that metal glowing so much Mask looks pretty demonic right now.

-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-

Zarator's Pokémon:


Mask the Kitsunoh (M)
HP: 15/100
Energy: 57%
Status: Fine
Boosts/Drops: None.
Other: None.


Rediamond's Pokémon:

Sunshine the Vulpix (F)
HP: 28/90
Energy: 57%
Status: Fine.
Boosts/Drops: None
Other: None.


Arena:
Is under intense sunlight (1 action)
Few cracks here and there.

Calculations:
Kitsunoh
Earthquake: ((10 + (4 - 2 * 1.5)) * 1.5), 19 dmg, 7 energy.
Earthquake: Hits itself in confusion (50%)
Earthquake: Hits itself in confusion (50%)
Total: 19 dmg, 11 energy.

Vulpix
Confuse Ray: Causes severe confusion, 5 energy.
Flamethrower: (((10 * 1.5) + 3 (3 - 3 * 1.5)) * 1.5), 27 dmg, 6 energy.
Flamethrower: (((10 * 1.5) + 3 (3 - 3 * 1.5)) * 1.5), 27 dmg, 10 energy.
Total: Cause confusion, 54 dmg, 21 energy.

Other
Confusion action 2 (Kit): (4 + (4 - 3 * 1.5), 5 dmg, reduced to slight confusion.
Confusion action 3 (Kit): (4 + (4 - 3 * 1.5), 5 dmg, confusion removed.
 
Mask, let's try our luck here. Pick some rocks around here - there have to be many after all these earthquakes - and try to flinch that fox with a Rock Slide. If you succeed, finish him with Earthquake. Otherwise, well... I'll call you in the Poké ball I guess^^

Rock Slide - Earthquake - Earthquake
 
Round 3, fight!

Hmm, seems Mask has gotten over his ailment and is now picking himself up off the ground. Oh wait halfway up he digs the edge of his boiling mask into the ground and runs along a crack pulling large chucks of dry ground up in a wave of dirt and runs past Sunshine, bathing her in a shower of rocks. Sunshine is shaking her head and coughing, oh dear she was preparing a flamethrower and got some dirt stuck in her throat along with the bombardment. She doesn't look too well. The sun fades back to normal tempratures almost as if in response to it's caller's plight.

It seems like it's over, Mask rears up and sets off one final quake. The internal damage from it is far too much for the little Vulpix and she collapses. It's time for Rediamond to release his next Pokémon! I think I got sunburned in the last few rounds... I need a parasol.

-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-

Zarator's Pokémon:


Mask the Kitsunoh (M)
HP: 15/100
Energy: 44%
Status: Fine
Boosts/Drops: None.
Other: None.


Rediamond's Pokémon:

Sunshine the Vulpix (F)
HP: KOed
Energy: 57%
Status: Fine.
Boosts/Drops: None
Other: None.


Arena:
Few cracks here and there.
A gouge in the ground next to Kitsunoh.

To be clear, Rediamond will pick his Pokémon, Zarator will issue orders, then Rediamond will issue orders.

Kitsunoh
Rock Slide- ((8 + (4 - 2 * 1.5)) * 1.5), flinch (30%), 16 dmg, 6 energy.
Earthquake- ((10 + (4 - 2 * 1.5)) * 1.5), 19 dmg, 7 energy.
Earthquake- No opponent.
Total: 35 dmg, 13 energy.

Vulpix
Flamethrower- Flinched.
Flamethrower- KOed.
Flamethrower- KOed.
Total: None.

Other
+4 energy to Kitsunoh after spotting a calculation error.
 
Good job Mask! Now let's give this Mankey something to worry about before falling down. Leap upon him and strike him with a Meteor Mash! Then hit him from the shadows with a Shadowstrike. Finish is with another Meteor Mash.

Meteor Mash - Shadowstrike - Meteor Mash
 
Zarator's Pokémon:

Mask the Kitsunoh (M)
HP: 15/100
Energy: 44%
Status: Fine
Boosts/Drops: None.
Other: None.


Rediamond's Pokémon:

Nuclear the Mankey (M)
HP: 90/90
Energy: 100%
Status: Fine.
Boosts/Drops: None
Other: None.


-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-

Round 4, fight!

Rediamond has just released a Mankey onto the field. Hmm, no name mentioned, lets see, there's a list here somewhere. Ah, Nuclear. Wow, what a name. Kind of fitting for a Mankey.

The trainers have just issued their orders and we're no onto the fight! Mask sprints towards Nuclear and starts glowing white with powerful energy. He then barrels straight into the plucky little primate with a shower of stars following them. Towering over his knocked over opponent Mask looks pretty scary. Nuclear doesn't seem to be bothered with this, more angry than anything else judging by that vein popping out his head. Ah wait, he's glowing red now. What's going on? Wow, the Mankey well and truely just went nuclear with a powerful blast of fire being radiated out from his steaming hot body. Mask landed a short distance away, lets see. He's not moving anymore. That fire attack must have been the final straw for him.

-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-

Zarator's Pokémon:

Mask the Kitsunoh (M)
HP: KOed
Energy: 38%
Status: Fine
Boosts/Drops: None.
Other: None.


Rediamond's Pokémon:

Nuclear the Mankey (M)
HP: 73/90
Energy: 90%
Status: Fine.
Boosts/Drops: -1 SpA.
Other: None.


Arena:
Few cracks here and there.
A gouge in the ground nearby.

Calculations:
Kitsunoh
Meteor Mash: ((10 + 3 (4 - 1 * 1.5)) * 1), 17 dmg, 6 energy.
Shadow Strike: KOed.
Meteor Mash: KOed.

Mankey
Overheat: ((14 + 3 (2 - 3 * 1.5)) * 1.5), -2 SpA (Man), 23 dmg, 10 energy.
Assurance: No opponent.
Rock Slide: No opponent.

Other
Mankey's SpA drop is relieved by 1 at the end of the turn.
 
*Smiles Faintly*

Haunter with Psychic and a vast support movepool... but no Will-o-Wisp. Funny how that works.

First off, if he ever uses Psychic, use Screech to disrupt his concntration and stop him from attacking. Outside of that, if he goes for Hypnosis or Confuse Ray, go for Taunt. Each of them has rather low accuracy, and I'll play the odds it doesn't hit.

Outside of those circumstanes, Assurance(spelling?)~Rock Slide~Assurance.

Also, to avoid redundancy, if he's ever under Taunt, DO NOT USE TAUNT AGAIN.
 
Ehm Rediamond, the "vulnerability to sound-based moves" affects Psychic-types, not any Pokémon using Psychic moves...

Cyric, just blast that simian fool with a barrage of mental assaults and blasts of shadows!

Psychic - Shadow Ball - Psychic

(let's hope for some SpD falls here...)
 
Zarator's Pokémon:

Cyric the Haunter (M)
HP: 90/90
Energy: 100%
Status: Fine
Boosts/Drops: None.
Other: None.


Rediamond's Pokémon:

Nuclear the Mankey (M)
HP: 73/90
Energy: 90%
Status: Fine.
Boosts/Drops: -1 SpA.
Other: None.


-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-

Round 5, fight!

Zarator lets a whimsical Haunter out to the field. Nice to meet you Cyric, mind and play fair now. Looks like Zarator has a very dark and ghostly team indeed.

To start Cyric whips a hand a hand out, open plam facing Nuclear. He closes his eyes as it glows red and suddenly, before he can react, Nuclear is being dragged up into the air by an unknown force. A moment passes and he is brought down sharply to the hard ground! That's not good, it looks like Cyric is proficent with this technique by merit of being a ghost. I guess this is how poltergeists get started. Nuclear flips himself back up and rushes to Cyric's position, striking him in a vengeful manner and seemly wanting to assert himself over the ghost.

Floating back to get a little distance Cyric cups his hand and produces a small ball of wispy shadows from within it. Flinging it at Nuclear's face while still moving. Looks like Cyric is trying to be evasive as possible while attacking. Nuclear doesn't seem bothered however as he bends down and digs at the weakened ground throwing rocks and dirt at Cyric as he retreats with hands over his head. Then giving chase as the ghost slows.

Cyric has given up trying to get away for now it seems! What is he doing? Ah his hand is out, must mean another psychic attack and indeed shortly after Nuclear is once again struggling in the air. What's this? He's not dropping him this time. Instead he closes his fist causing a violent and powerful crushing effect on the monkey. That looked much more painful. Dropping to the ground, Nuclear wobbles as he runs forward to strike again. I'm not sure his mind is all there anymore to be that honest. This time Nuclear comes down upon Cyric from above and slams him hard with another vengeful strike bringing the ghost closer to the earth.

-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-

Zarator's Pokémon:

Cyric the Haunter (M)
HP: 55/90
Energy: 83%
Status: Fine
Boosts/Drops: None.
Other: None.


Rediamond's Pokémon:

Nuclear the Mankey (M)
HP: 13/90
Energy: 76%
Status: Fine.
Boosts/Drops: -1 SpD.
Other: None.


Arena:
Few cracks here and there.
A gouge in the ground nearby.

Calculations:
Haunter
Psychic: ((9 + (5 - 2 * 1.5)) * 1.5), 20 dmg, 6 energy.
Shadow Ball: ((8 + 3 (5 - 2 * 1.5)) * 1), 15 dmg, 5 energy.
Psychic: ((9 + 3 + (5 - 2 * 1.5)) * 1.5), -1 SpD (Man 10%), 25 dmg, 6 energy.
Total: 60 dmg, 17 energy.

Mankey

Assurance: ((5 + (4 - 2 * 1.5) * 1.5), 12 dmg, 4 energy.
Rock Slide:
((8 + ((4 - 2 * 1.5)) * 1), 11 dmg, 6 energy.
Assurance: ((5 + (4 - 2 * 1.5) * 1.5), 12 dmg, 4 energy.
Total: 35 dmg, 14 energy.

Other
Mankey's SpA returns to normal at the end of the round.
Screech does not work as a Psychic counter, also Mankey is slower (this means reaction times too!) so if it did work it'd only work on the second Psychic.
 
Good job, Cyric. Show him the might of darkness!

Tap into your Psychic powers! Your opponent's mind is weak, powerless to resist your will!

Psychic - Psychic - Psychic
 
This is bad.

I want you to use Assurance on yourself. The resulting dark Energy should shield you from Psychic control. As you strike yourself, push yourself towards Haunter so that the second or third Assurane should hit, hopefully dealing some damage. It's not like we have much of a chance to pull this off anymore... Also, to be honest even with lesser speed, you shoudl be able to hit yourself before he hits you...

*mumbling about flinches and momentum heard in background*
 
Round 6, fight!

Floating up from the last attack Cyric whips his hand across himself slamming Nuclear back to the ground. Nuclear's weakened mental state must have made it easier on Cyric to perform that. Hmm, Nuclear is trying to rise up, propping himself on his arms. Nope, just sustained too much damage from being thrown around like a ragdoll. Things aren't looking good for Rediamond. It's time for his final Pokémon!

-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-

Zarator's Pokémon:

Cyric the Haunter (M)
HP: 55/90
Energy: 77%
Status: Fine
Boosts/Drops: None.
Other: None.


Rediamond's Pokémon:

Nuclear the Mankey (M)
HP: KOed
Energy: 76%
Status: Fine.
Boosts/Drops: None.
Other: None.


Arena:
Few cracks here and there.
A gouge in the ground nearby.

Calculations:
Haunter
Psychic: ((9 + (5 - 2 * 1.5)) * 1.5) + (1 * 1.5), 21 dmg, 6 energy

Mankey:
Assurance: KOed

Other:
Assurance, dark energy, resist psychic? Nah, you can't just hit yourself with any dark move and have that fly. Accurate and powerful moves are hard to dodge in general.
 
...
...
...
I need to start using my evolved team in serious battles.
Locke (Nuzleaf), let's go.

Dig, Extrasensory, Dig
Let's try to get one more KO
 
There's no way you can win this, Cyric, so let's give him a last present bevore falling! First of all, twist him a bit with your Night Shade. Then, confuse him with your Confuse Ray, and finally... tap into your dark essence and lay a Curse on him! That could kill you, but it will be worth it!

Night Shade - Confuse Ray - Curse
 
Zarator's Pokémon:

Cyric the Haunter (M)
HP: 55/90
Energy: 77%
Status: Fine
Boosts/Drops: None.
Other: None.


Rediamond's Pokémon:

Locke the Nuzleaf (M)
HP: 100/100
Energy: 100%
Status: Fine.
Boosts/Drops: None.
Other: None.


-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-

Round 7, fight!

Rediamond's final Pokémon is released onto the field! A calm and wise looking Nuzleaf steps out. Hello Locke. Cyric starts off by firing a dark beam streaked with flashes of purple and red energy at Locke. The sound of it as it tears across the field is indescribably distorted. It slams into Locke and he cradles his head for a moment in pain before straightening back up. Locke then scrabbles at the dirt, digging quite fluidly at it despite his hands not being suited to the job. A few moments later and he bursts forth from the ground slamming into Cyric.

While Locke is still close by Cyric dodges back a little and fires a purplish ray at his foe causing him to stumble about a bit. Locke trying to shake off the drunken feeling stands still, hands clasped under his chin. Suddenly a force smacks Cyric from behind! He stumbles forward a bit from the force.

Cyric now, knowing he can't win this fight, uses a large amount of energy to call forth spirits in an attempt to curse his opponent. Hmm, the spirits are leaving. Seems like they won't accept less than half his vitality and what he offers isn't enough. While this is occuring Locke tries to sneak in with another attack from the ground but ends up hurting himself trying to sloppily dig in a hard patch of ground, burning his skin with chemicals and scratching himself in the process.

-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-.-

Zarator's Pokémon:

Cyric the Haunter (M)
HP: 27/90
Energy: 41%
Status: Fine
Boosts/Drops: None.
Other: None.


Rediamond's Pokémon:

Locke the Nuzleaf (M)
HP: 73/100
Energy: 88%
Status: Fine.
Boosts/Drops: None.
Other: None.


Arena:
Few cracks here and there.
A gouge in the ground nearby.

Haunter, 95 spe, Levitate
Night Shade: 10 dmg, 6 energy.
Confuse Ray: Causes severe confusion, 4 energy.
Curse: Fails, no faint due to not having energy exhaustion, 26 energy.
Total: 10 dmg, 36 energy.

Nuzleaf, 60 spe, Early Bird/Chlorophyll
Dig: ((8 + ((4 - 2) * 1.5)) * 1.5), 16 dmg, 6 energy.
Extrasensory: ((8 + ((2 - 2) * 1.5)) * 1.5), 12 dmg, 6 energy.
Dig: Hits itself in confusion (4 + ((4 - 2) * 1.5), 7 dmg to self.
Total: 28 dmg, 7 dmg to self, 12 energy.

Other
Nuzleaf hurt for 10 damage via digging in the dangerous soil.
Nuzleaf's confusion fades at the end of the turn.
Curse failed due to not having enough HP to perform it. If Haunter was under 26 energy as well I would have caused him to faint.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top