2v2 at Indigo Stadium! Lady Salamence vs AlphaJolt!

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Flora

Yep, that tasted purple!
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Open chall.

2v2 singles
dq: 4 days
2 recoveries/5 chills
Arena

Arena: Indigo Stadium

Indigo Stadium is a basic competitive arena with no special effects. The sides of the arena has tiny grates with water running underneath, and the soil is hard and covered with a light element of sand to allow moves like Dig and Earthquake. Trees line the sides of the field as well.
I accept
Switch = KO
All Abilities
No Items

Bagon [Hirome] (Male)
Nature:
Adamant (Adds * to Attack, Subtracts * from SpA)
Type:
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 50

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

Abilities:
Rock head:
Type: Innate

This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sheer Force (DW):
Type: Can be Enabled
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:
Rage (*)
Bite (*)
Leer (*)
Headbutt (*)
Focus Energy (*)
Ember (*)
Dragon Rush(*)
Fire Fang (*)
Dragon Dance (*)
Dragon Claw (*)
Shadow Claw (*)
Substitute (*)



Taillow [Aerial] (Female)
Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Type:
Normal/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). 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: **
Spe: 98 (+)

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

Abilities:
Ability 1: Guts:

This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Ability 2: Scrappy (DW)
This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.

Attacks:
Peck (*)
Growl (*)
Focus Energy (*)
Quick Attack (*)
Wing Attack (*)
Double Team (*)
Brave Bird (*)
Roost (*)
Whirlwind (*)
Fly (*)
Toxic (*)
Protect (*)



Growlith* [Argos] (M)
Nature: Rash
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).

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).

Stats:
HP: 90
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60

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

Attacks:
Bite*
Roar*
Ember*
Leer*
Odor Sleuth*
Helping Hand*
Flame Wheel*
Reversal*

Close Combat*
Morning Sun*
Howl*

Wild Bolt*
Fire Blast*
Swagger*


Dratini [Gareth] (M)
Nature: Naughty
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Stats:
HP: 90
Atk: ****(+1)
Def: **
SpA: **
SpD: * (-1)
Spe: 50

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

Attacks:
Wrap*
Leer*
Thunder Wave*
Twister*
Dragon Rage*
Slam*
Agility*

ExtremeSpeed*
Dragon Pulse*
Dragon Dance*

Waterfall*
Fire Blast*
Thunderbolt*


K, Lady Salamence sends out their first mon, then AlphaJolt sends out their first mon and orders, and after that, Lady Salamence orders.

Good luck!
 
Let's take them Argos! Howl in order to add to your Intimidation! Then hit with Wild Bolt and finish with Flame Wheel!
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Aerial (F)
HP: 90
Energy:
100
Boosts/Drops:
Others:

Actions: Double Team (2 clones?) - Protect - Wing Attack
Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Normal/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). 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).
Ability 1: Guts (Innate):
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Atk: **
Def: **
SpA: *(-)
SpD: **
Spe: 98 (+)


Argos (M)
HP: 90
Energy:
100
Boosts/Drops:
Others:

Actions: Howl - Wild Charge - Flame Wheel
Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60


Note for Intimidate: It uses an action and costs 2 energy. (Just if you ever want to use it.)

Note for Double Team: You can create 1-4 clones with it. Specify next time. ;)

---------------------------------------------------------

Round 1: First Fight

Place your bets everyone! Who's gonna win? Whoever bets right wins 1 cent!

The bird, Aerial, appears to be the faster of the two as she swiftly goes from place to place around Argos... which eventually leads to a Double Team! Not worrying about the clones and Aerial yet, Argos just barks out loud in a fierce Howl toward the sky to boost his power next time around. Now he's feeling packed with energy! With that in mind, he goes into a Wild Charge toward one of the Aerials... but he's met swiftly by a Protect! In fact, ALL of the clones just used Protect, making it all the more confusing! With a senile smile, all the Aerials hop into the air and go into a Wing Attack assault that smashes onto Argos with incredible force! Argos bites down on his teeth as he endures the attack; he must get a hit in! He looks around and sees one suspicious Aerial... it must be THAT ONE! There he goes, in a Flame Wheel, straight toward what appears to be a darn clone! Oops, that wasn't lucky at all!

---------------------------------------------------------


Aerial (F)
HP: 90
Energy:
76
Boosts/Drops:
Others:
Double Team (1 clone remaining)
Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Normal/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). 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).
Ability 1: Guts (Innate):
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Atk: **
Def: **
SpA: *(-)
SpD: **
Spe: 98 (+)


Argos (M)
HP: 81
Energy:
85
Boosts/Drops: +1 Atk
Others:

Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60



Action 1
Aerial: Double Team > [8 Energy]
Argos: Howl > [5 Energy]

Action 2
Aerial: Protect > [13 Energy]
Argos: Wild Charge > 9 + [(3-2) x 1.5] + [(1-0) x 1.5] x 1.5 = [18 Damage, 4.5 Damage in Recoil] [7 Energy]

Action 3
Aerial: Wing Attack > 6 + 3 + [(2-2) x 1.5] = [9 Damage] [3 Energy]
Argos: Flame Wheel > 6 + 3 + [(3-2) x 1.5] + [(1-0) x 1.5] = [12 Damage] [3 Energy]


Lady Salamence's actions!
 
Use Odor Sleuth to determine which is the real clone. When you figure out which one it is nail it with Wild Bolt. Finish with Flame Wheel.
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Aerial (F)
HP: 90
Energy:
76
Boosts/Drops:
Others:
Double Team (1 clone remaining)
Actions: Double Team (2 clones) - Wing Attack - Toxic
Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Normal/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). 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).
Ability 1: Guts (Innate):
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Atk: **
Def: **
SpA: *(-)
SpD: **
Spe: 98 (+)


Argos (M)
HP: 81
Energy:
85
Boosts/Drops: +1 Atk
Others:

Actions: Odor Sleuth - Wild Charge - Flame Wheel
Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60


---------------------------------------------------------

Round 2: Smelly Bird

Continuing off from last round, Aerial goes ahead and creates even more clones with her Double Team! Two more rise along the old one and creep around Argos in a gangster way. I see no fear within Argos's eyes! He has a trick up his sleeves - an ace of hearts! He sniffs, and with his Odor Sleuth, he figures out that one little bird has a truer smell than the others. In fact, the others don't even have a smell!

It seems like Aerial has figured out that her cover has been blown and goes all-out, alongside her 3 clones, by slapping Argos with a Wing Attack! Argos growls in intimidating pain, but he just shakes it off and chases after the retreating, true Aerial. With a good long chase, he catches up due to his hasty charge and wildly thrashes himself onto the poor bird! Static surrounds the contenders and it seems both of them are shocking in pain! Once the hit collides, all of Aerial's clone POOF!

That's no good. Aerial notices that she needs to put some last-will curse or something onto Argos before she falls down in the future. There, a Toxic gas from her mouth emerges and surrounds Argos! Looks like he's sniffing it up... and... *cough cough* he's badly poisoned! Despite the intensifying poison, Argos just ignores the pain and goes Flame Wheeling right onto Aerial! This manages some decent damage, but exactly how decent was it?

---------------------------------------------------------


Aerial (F)
HP: 60
Energy:
58
Boosts/Drops:
Others:

Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Normal/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). 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).
Ability 1: Guts (Innate):
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Atk: **
Def: **
SpA: *(-)
SpD: **
Spe: 98 (+)


Argos (M)
HP: 66
Energy:
69
Boosts/Drops:
Others:
Toxic (1 DPA)
Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60



Action 1
Aerial: Double Team > [8 Energy]
Argos: Odor Sleuth > [6 Energy]

Action 2
Aerial: Wing Attack > 6 + 3 + [(2-2) x 1.5] = [9 Damage] [3 Energy]
Argos: Wild Charge > 9 + [(3-2) x 1.5] + [(1-0) x 1.5] x 1.5 = [18 Damage, 4.5 (rounded to 5) Damage in Recoil] [7 Energy]

Action 3
Aerial: Toxic > [7 Energy]
Argos: Flame Wheel > 6 + 3 + [(3-2) x 1.5] + [(1-0) x 1.5] = [12 Damage] [3 Energy]
1 poison damage for Argos

Argos's Howl boost wears off. The Data Audit thread gives you the illusion that +1 boosts stay forever, but it's meant to say it doesn't go away after the round ends, be it at the first action. I should go clarify that soon...


AlphaJolt's actions!
 
Time to do massive damage. Wild Charge, Flame Wheel, Wild Charge. If she uses Protect or Quick Attack, take that oportunity to Howl. If she uses Double Team, nulify it with Odor Sleuth.

Wild Charge > Flame Wheel > Wild Charge
Howl if Protect/Quick Attack
Odor Sleuth if Double Team
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Aerial (F)
HP: 60
Energy:
58
Boosts/Drops:
Others:

Actions: Protect - Double Team (still going with 2) - Protect
Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Normal/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). 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).
Ability 1: Guts (Innate):
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Atk: **
Def: **
SpA: *(-)
SpD: **
Spe: 98 (+)


Argos (M)
HP: 66
Energy:
69
Boosts/Drops:
Others:
Toxic (2 DPA)
Actions: Howl - Odor Sleuth - Howl
Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60


---------------------------------------------------------

Round 3: staaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaall

With Argos Toxicated, I think Aerial only knows one thing to do right now: STALL! As Aerial prepares a Protect shield, Argos... doesn't attack. Ah, looks like he already knew it was coming and Howls instead to boost his instincts up! Aerial could only shrug in distasted as she quickly goes from place to place around Argos for a single clone of Double Team! This makes Argos sniff up the real one with Odor Sleuth, but how useful will it be this round? Mm, not very useful yet methinks. Aerial just puts up another Protect while Argos Howls skyward in how annoying it is to be stalled.

i hate skarmbliss

---------------------------------------------------------
[I also just figured out that Odor Sleuth remains for 2 rounds. Oops.]

Aerial (F)
HP: 60
Energy:
36
Boosts/Drops:
Others:
Double Team (2 clones), Odor Sleuth (1 more round)
Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Normal/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). 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).
Ability 1: Guts (Innate):
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Atk: **
Def: **
SpA: *(-)
SpD: **
Spe: 98 (+)


Argos (M)
HP: 60
Energy:
53
Boosts/Drops: +2 Atk
Others:
Toxic (2 DPA)
Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60



Action 1
Aerial: Protect > [7 Energy]
Argos: Howl > [5 Energy]
2 poison damage for Argos

Action 2
Aerial: Double Team > [8 Energy]
Argos: Odor Sleuth > [6 Energy]
2 poison damage for Argos

Action 3
Aerial: Protect > [7 Energy]
Argos: Howl > [5 Energy]
2 poison damage for Argos


Lady Salamence's actions!
 

a fairy

is a Tournament Directoris a Site Content Manageris a Community Leaderis a Community Contributoris a Smogon Discord Contributoris a Contributor to Smogonis a Top Smogon Media Contributoris a Dedicated Tournament Hostis a Social Media Contributor Alumnus
Community Leader
bah

didn't work out they way I wanted

I'll most likely die this turn, so

Brave Bird - Brave Bird - Brave Bird
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Aerial (F)
HP: 60
Energy:
36
Boosts/Drops:
Others:
Double Team (2 clones), Odor Sleuth (1 more round)
Actions: Brave the Birds
Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Normal/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). 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).
Ability 1: Guts (Innate):
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Atk: **
Def: **
SpA: *(-)
SpD: **
Spe: 98 (+)


Argos (M)
HP: 60
Energy:
53
Boosts/Drops: +2 Atk
Others:
Toxic (3 DPA)
Actions: Morning Sun - Wild Charge - Morning Sun
Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60


---------------------------------------------------------

Round 4: CHAAAAAAAAAAAARGE

Aerial, knowing that her defeat is... soon, charges in with what I believe to be a volley of Brave Birds! She, alongside 2 clones, crashes down from the air onto the slower Argos, but he doesn't retaliate - he just heals with Morning Sun! The normal temperature says that a medium portion of HP shall be restored upon Argos. Uh-oh, not looking good for Aerial!

Brave Bird away! Another crash onto Argos cuts through his fluff! He braves it, though, and retaliates by leaping onto Aerial and bashing her with a Wild Charge! How about that was the correct Aerial! Booo! And POOF goes the other 2 clones! Electricity says that must have hurt! Aerial just doesn't stop with her attacks though! There she goes, leaping out of the electrical clutches and Brave Birding Argos once again! Argos shrugs off the attacks with intense strength and calls upon the sunshine's morning to daze him with warmth and delight.

---------------------------------------------------------


Aerial (F)
HP: 25
Energy:
3
Boosts/Drops:
Others:

Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Normal/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). 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).
Ability 1: Guts (Innate):
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Atk: **
Def: **
SpA: *(-)
SpD: **
Spe: 98 (+)


Argos (M)
HP: 51
Energy:
16
Boosts/Drops: +1 Atk
Others:
Toxic (3 DPA)
Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60


i hate my new format so changing back

Aerial
A1: Brave Bird > 12 + 3 + (2-2 x 1.5) = [15 Damage, 5 Recoil Damage] [7 Energy]
A2: Brave Bird > 12 + 3 + (2-2 x 1.5) = [15 Damage, 5 Recoil Damage] [11 Energy]
A3: Brave Bird > 12 + 3 + (2-2 x 1.5) = [15 Damage, 5 Recoil Damage] [15 Energy]

Argos
A1: Morning Sun > [25 HP Restored] [15 Energy]
3 poison damage
A2: Wild Charge > 9 + (3-2 x 1.5) + (2-0 x 1.5) x 1.5 = [20 Damage, 5 Recoil Damage] [7 Energy]
3 poison damage
A3: Morning Sun > [25 HP Restored] [15 Energy]
3 poison damage


AlphaJolt's actions!
 
Well done Argos, you don't have much energy left so chill three times. She will run out of energy so no need to attack her.
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Aerial (F)
HP: 25
Energy:
3
Boosts/Drops:
Others:

Actions: CAW CAW
Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Normal/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). 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).
Ability 1: Guts (Innate):
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Atk: **
Def: **
SpA: *(-)
SpD: **
Spe: 98 (+)


Argos (M)
HP: 51
Energy:
16
Boosts/Drops: +1 Atk
Others:
Toxic (4 DPA)
Actions: WOO WOOWOOFOWOWOOF
Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60


---------------------------------------------------------

Round 5: RE-CHAAAAAAAAAAAARGE

Ah, what a tiring match! Perfect for chilling, huh?

---------------------------------------------------------


Aerial (F)
HP: 25
Energy:
39
Boosts/Drops:
Others:

Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Normal/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). 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).
Ability 1: Guts (Innate):
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Atk: **
Def: **
SpA: *(-)
SpD: **
Spe: 98 (+)


Argos (M)
HP: 39
Energy:
52
Boosts/Drops:
Others:
Toxic (4 DPA)
Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60


Aerial
CHILLIN' ALL DAY FOR 36 ENERGY

Argos
HANGIN" OUT WIT MY HOMIES FOR 36 YUMMY ENERGY


excellent round. just what i expected of you guys! =D

Lady Salamence's actions!

(and a 6th round for the first pokemon, haha!)
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Aerial (F)
HP: 25
Energy:
39
Boosts/Drops:
Others:

Actions: Wing Attack - Whirlwind - Wing Attack
Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Normal/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). 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).
Ability 1: Guts (Innate):
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Atk: **
Def: **
SpA: *(-)
SpD: **
Spe: 98 (+)


Argos (M)
HP: 39
Energy:
52
Boosts/Drops:
Others:
Toxic (5 DPA)
Actions: Wild Charge - Ember - Flame Wheel
Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60


---------------------------------------------------------

Round 6: Aerial Combat

Let's get it! Aerial flies through the free air and aims a smashing Wing Attack that slaps Argos away in pain! Argos just chews his bone, gets back into formation, and chases after the annoying Aerial with all his might! There! A WilD ChARGe! Down Aerial goes from the air to the ground! She's like a pinned, hopeless bird in this state!

Aerial may not have much physical strength, but she is REALLY REALLY DARN FAST! With hax, she slips out of Argos's reach into a good aerial position and flaps her wings in an attempt to cause a violent Whirlwind! The negative priority of the move allows Argos to fear no wind and swing an Ember from his tail! The attack hit true onto Aerial! With that hit, AERIAL GOES DOWN CRASHING ONTO THE SKIES LIKE A PLANE THAT JUST GOT SHOT DOWN! MAYDAY! MAYDAY!

BOOOOM!

---------------------------------------------------------


Aerial (F)
HP: fainted from 1-inch flames
Energy:
0
Boosts/Drops:
Others:

Nature:
Jolly (15% increase in Speed and +5% Acc; Subtracts * from SpA)
Normal/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). 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).
Ability 1: Guts (Innate):
This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Atk: **
Def: **
SpA: *(-)
SpD: **
Spe: 98 (+)


Argos (M)
HP: 16
Energy:
43
Boosts/Drops:
Others:
Toxic (5 DPA)
Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60


Aerial
A1: Wing Attack > 6 + 3 + [(2-2) x 1.5] = [9 Damage] [3 Energy]
A2: Whirlwind > [6 Energy]
"The Pokemon launches a wind of amazing and terrifying force, causing the opponent to lose all sense of its physical and mental state, resetting its stat chances and effects like confusion. The wind can blow lighter Pokemon away into objects on the field."

Whirlwind has negative priority (-6 in fact!), which is sad. I was going to do this: "Hmm, so I'm going to say Argos is kinda light (it is 41.9lbs). Okay, Argos was blown into some water crates, dealing [10 Damage]. There is water running down!" (DIDN'T HAPPEN)

Argos
A1: Wild Charge > 9 + [(3-2) x 1.5] x 1.5 = [16 Damage, 4 Damage in Recoil] [7 Energy]
5 toxic damage
A1: Ember > 4 + 3 + [(4-2) x 1.5] = [10 Damage] [2 Energy]
5 toxic damage


Lady Salamence sends in a new mon, but not its actions. AlphaJolt orders, then Lady Salamence orders!

edit: this makes me want to list the priorities of certain moves. I think it'll be useful!
 
Awesome job Argos! Now, firstly, activate Intimidate. Give it your all and do as much damage as possible before you faint. Close Combat followed by another Close Combat followed by another Close Combat. You're faster, use it to your advantage. Hit her at all costs!
 

Flora

Yep, that tasted purple!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Researcher Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnus

Hirome (M)
HP: 90
Energy:
100
Boosts/Drops:
Others:

Actions: Rage - Dragon Claw - Dragon Rush
Adamant (Adds * to Attack, Subtracts * from SpA)
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Rock head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 50


Argos (M)
HP: 16
Energy:
43
Boosts/Drops:
Others:
Toxic (5 DPA)
Actions: Intimidate - Close Combat - Close Combat
Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60


---------------------------------------------------------

Round 7: RAWWWWWR!!!!!

As Aerial is returned to her Pokeball, Hirome steps out of his own and ferociously stares down at the little, weakened puppy, with anger. Little did he know that Argos was Intimidatingly making scary faces! Ha! Look at Hirome lower in fear of the move! After some time, it seems like Hirome definitely had his Attack lowered! This makes him go in a RAGE! There goes Hirome, smacking Argos with whatever he has - mostly his head! Ah, too bad there was no attack for Argos here!

Hirome's weak attack wasn't enough to defeat the mighty Argos! In a lousy assault, Argos gets right onto Hirome for a beating! Close in, he combats the dragon with ferocious skill! This lowers his guard by a huge margin! The consequence? A large Dragon Claw swipe through the fur! This ultimately causes Argos to spout out blood from his body all over the place and faint into a pool of blood. Only Hirome's "claws" could be more bloodier!

---------------------------------------------------------


Hirome (M)
HP: 78
Energy:
100
Boosts/Drops: -1 Atk
Others:

Adamant (Adds * to Attack, Subtracts * from SpA)
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).
Rock head:
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Atk: ****(+)
Def: ***
SpA: *(-)
SpD: **
Spe: 50


Argos (M)
HP: SLASHED
Energy:
0
Boosts/Drops:
Others:

Nature: Rash
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).
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
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).
Atk: ***
Def: **
SpA: ****(+1)
SpD: * (-1)
Spe: 60


Hirome
A1: Rage > 4 + [(4-2) x 1.5] + (0-1 x 1.5) = [6 Damage] [3 Energy]
A2: Dragon Claw > 8 + 3 + [(4-2) x 1.5] + (1-1 x 1.5) = [14 Damage] [5 Energy]
"The Pokemon launches a wind of amazing and terrifying force, causing the opponent to lose all sense of its physical and mental state, resetting its stat chances and effects like confusion. The wind can blow lighter Pokemon away into objects on the field."

Whirlwind has negative priority (-6 in fact!), which is sad. I was going to do this: "Hmm, so I'm going to say Argos is kinda light (it is 41.9lbs). Okay, Argos was blown into some water crates, dealing [10 Damage]. There is water running down!" (DIDN'T HAPPEN)

Argos
A1: Intimidate > [2 Energy]
5 toxic damage
A1: Close Combat > 12 + [(3-3) x 1.5] = [12 Damage] [8 Energy]
5 toxic damage


GO Gareth!!!


OKAY, GO LADY SALAMENCE! And... AlphaJolt's actions after.
 
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