AlphaJolt vs. deadfox081 [Reffed by: doominic77]

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Why not deadfox :) Two noobs for a battle!

3v3
Singles
DQ Time: 3 days
2 Recoveries/5 Chills per poke
Arena: Mount Ember Peak
The top of a mountain with very rocky terrain. There are boulders everywhere. They are all big enough to hide behind but they can be both shattered and moved if hit by a strong attack. Being on a mountain top, there is plenty of sky for aerial matches. The sun beats down hard but it is a pleasant, cool temperature.

Summary:
Rocks provide 5% extra evasion but if hit by a strong attack while hiding behind it does 5% extra damage
Strong sunshine (no charge for SolarBeam and Fire boosted attacks)
Lots of space for flying
Digging not allowed
Ok lets go then

Switch = KO
All abilities
No items

Now just needing a ref

Treecko* [Maximus] (M)
Nature: Naughty
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).

Stats:
HP: 90
Atk: ***(+1)
Def: **
SpA: ***
SpD: * (-1)
Spe: 70

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

Attacks:
Pound*
Leer*
Absorb*
Quick Attack*
Pursuit*
Screech*

Synthesis*
Crunch*
Grasswhistle*

Swords Dance*
Energy Ball*
Rock Slide*



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*

ExtreemeSpeed*
Dragon Pulse*
Dragon Dance*

Waterfall*
Fire Blast*
Thunderbolt*



Magnemite* [Shocta]
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)

Type: Electric/Steel
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized.

Stats:
HP: 80
Atk: * (-1)
Def: ***
SpA: **** (+1)
SpD: **
Spe: 45

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

Abilities:

Magnet Pull: (Can be activated) This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions.

Surdy: (Innate) This Pokemon’s body is solidly constructed, reducing damage from an opponents attacks by one (1) damage. The effect is amplified on OHKO Moves, which are reduced by ten (10) damage.

Attacks:
Metal Sound (*)
Tackle (*)
Thundershock (*)
Supersonic (*)
SonicBoom (*)
Thunder Wave (*)
Spark (*)
Rain Dance (*)
Protect (*)
Explosion (*)
Magnet Bomb (*)
Discharge (*)
Magnet Rise (*)


Horsea* [Dreeko] (F)
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)

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

Stats:
HP: 90
Atk: **
Def: ** (-1)
SpA: ***
SpD: *
Spe: 69 (60*1.15)

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

Abilities:

Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.

Attacks:
Bubble (*)
Smokescreen (*)
Leer (*)
Water Gun (*)
Focus Energy (*)
Bubblebeam (*)
Agility (*)
Scald (*)
Dive (*)
Rain Dance (*)
Aurora Beam (*)
Dragonbreath (*)
Signal Beam (*)



Litwick* [Flicka] (M)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)

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

Stats:

HP: 90
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 23 (20*1.15)

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

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).

Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.

Attacks:
Ember (*)
Astonish (*)
Minimize (*)
Smog (*)
Fire Spin (*)
Confuse Ray (*)
Night Shade (*)
Will-O-Wisp (*)
Flame Burst (*)
Imprison (*)
Haze (*)
Acid Armor (*)
Heat Wave (*)
Energy Ball (*)
Attract (*)
Theif (*)


1. deadfox081 sends out their Pokemon.
2. AlphaJolt sends out their Pokemon and issues their actions.
3. deadfox081 issues actions.
4. doominic77 refs the round.
5. deadfox081 issues actions.
6. AlphaJolt issues actions.
7. doominic77 refs the round
 
Argos let's show them how it's done! Start if off with your nice Swagger, then Howl. After that, hit 'em with Bite!
 
Alright Flicka, I had a feeling it would be the little dog.

Start with a Haze to negate his Howling, then Minimize into the Haze and hide from him then finish it off with a Night Shade for some damage. If you fail any of these instructions due to confusion then just push it all back one step.

Haze > Minimize > Night Shade
If anything fails due to Confusion then push everything back.
 

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
A Shadow Ball-less Flicka, poor you.

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

Actions: Swagger - Howl - Bite
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


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

Actions: Haze - Minimize - Night Shade
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)
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.)
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).
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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 23 (20*1.15)


summary of arena

Rocks provide 5% extra evasion but if hit by a strong attack while hiding behind it does 5% extra damage
Strong sunshine (no charge for SolarBeam and Fire boosted attacks)
Lots of space for flying
Digging not allowed

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

Round 1: Mount Ember's PEEK

Brrrr! It's freaking cold out hurrr... oh wait, it's BURNING! IT'S BUUUURNING!

Okay, I'm back to my senses. Where were we? Ah, yes, Mount Ember. You don't say we're having a Pokemon battle right on the peak...? Wasn't someone else supposed to be doing that for you guys? Sheesh, fine, but I warn you, I might be roasted into a deep baked turkey in here (and die)!

So there's this puppy called Argos, who I believe we've already met! Woof woof! And on the other side, Flicka, the candle thing, looks ready to BUUURN!

Argos begins by Swaggering up Flicka with some cruel words. "Who's your momma? NO ONE! HAHAHAHAHHAHA" Oh god, that was mean! And quite severe (3 actions)! Flicka's in quite a confusion and a super-angry state at the moment, but it looks like he's able to clearly get a Haze running through. OooOooooo, it's so foggy and nice! It's combining with the smoke that's already been trying to fill the arena! This is some major accuracy-down epidemic sushis going on here! Oh yeah, and Flicka's anger seems to have cooled down!

Who's angrier now? Argos is! HOOOOOOOOOOOOOOOOOOOOOOOWWWWWWWL! That's a signal that he's going to Flicka's butt next time! Flicka could only agree... look at that, he's trying to run away! Too bad he can't with that pathetic 23 Speed, amirite? Well, he can Minimize his smallness for sure! That doesn't need any confusion to interfere... right?

This doesn't put Argos away from rushing straight at him! Incoming vicious Bite! It feels like Argos just CHOMPED down Flicka in one bite, be it small or not! At the very least, Flicka doesn't flinch n' winch; he just gives Argos an interior, but very confusing, Night Shade in the mouth! Immediately, Argos feels the shadowy pain rising in his mouth and spits Flicka right back out! Hey it's Flicka, all covered in doggy saliva! I really think Argos's saliva should've been super effective...

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


Argos (M)
HP: 80
Energy:
84
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


Flicka (M)
HP: 76
Energy:
81
Boosts/Drops: +2 Evasion
Others:
Minimize (smaller state)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)
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.)
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).
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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 23 (20*1.15)



Argos

A1: Swagger > [7 Energy]
A2: Howl > [5 Energy]
A3: Bite > 6 + (3-2 x 1.5) + (1-0 x 1.5) x 1.5 = [14 Damage] [4 Energy]

Flicka
A1: Haze > [6 Energy]
A2: Minimize > [7 Energy]
A3: Night Shade > [10 Damage] [6 Energy]


lol confusion wants to suck this round. 3 actions, none work. but haze didn't make bite or night shade miss either so ???

deadfox081's actions!

(also doominic77, if you feel you can continue, tell me and you can do so. my updates as thus far will count as yours.)
 
Alright Flicka, you did well to avoid the effects of confusion there, but I can't help but feel we won't be that lucky in the future..

Go ahead and lead off with a Smog, if our luck keeps running then it might poison him. After that I want you to hit him with a Night Shade once again, then finish off with a Confuse Ray, turning his own tactic against him.

Summary
Smog > Confuse Ray > Night Shade
 
You're faster, use Swagger again and hope he gets confused this time. Then go for Odor Sleuth to make his evasion useless. After all that's done, Bite him again.
 

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

Argos (M)
HP: 80
Energy:
84
Boosts/Drops: +1 Atk
Others:

Actions: Swagger - Odor Sleuth - Bite
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


Flicka (M)
HP: 76
Energy:
81
Boosts/Drops: +2 Evasion
Others:
Minimize (smaller state)
Actions: Smog > Confuse Ray > Night Shade
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)
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.)
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).
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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 23 (20*1.15)


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

Round 2: Flicka yo ARgos!

Right, I'm back! I just had to gather some... Magmar skulls... for some voodoo stuff... that I'm not allowed to talk about.

Hey look, it's Argos! He's attempting the same old Swagger from before! Hopefully this time it goes well! Hmm, telling Flicka that he has fake feet... I'd call that a slight (2 action) confusion! Flicka doesn't seem to mind the confusion and attack boost, however, as he sends off some Smog at Argos's way! The damage was terrible... even though it may have went critical within Argos's body! No signs of poison, however.

Seeing how the earlier Minimize might cause some troubles, Argos goes sniffing here and there with a nice Odor Sleuth! Once the smell of the burning candle lights Argos's senses, he knows. He knows where to bite, where to slash, where to SMASH! Flicka lowers himself in terror of the sniffing... but as he did, he accidentally smacks his face onto a boulder in confusion! At least now that he's not confused anymore!

A clean opening! Argos goes with delight toward Flicka and Bites down onto the fiery ghost. Ahhh, how delicious a candle can be! No flinch no crit though! Flicka follows the remains of his trainer's orders and gives Argos a nice Confuse Ray that inflicts a severe (3 action) confuzzleness! But, that's for another round folks!

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


Argos (M)
HP: 70
Energy:
67
Boosts/Drops:
Others:
Confusion (3 more actions)
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


Flicka (M)
HP: 56
Energy:
71
Boosts/Drops: +1 Evasion, +2 Atk (+1 Atk next round)
Others:
Minimize (smaller state), Odor Sleuth (1 more round)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)
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.)
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).
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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 23 (20*1.15)



Argos

A1: Swagger > [7 Energy]
A2: Odor Sleuth > [6 Energy]
A3: Bite > 6 + (3-2 x 1.5) + (1-0 x 1.5) x 1.5 = [14 Damage] [4 Energy]

Flicka
A1: Smog > 4 + 3 + (3-1 x 1.5) = [10 Damage] [3 Energy]
A2: Hit self in confusion > 4 + (1-2 x 1.5) + (2-0 x 1.5) = [6 Damage] [3 Energy] (as of the new SotG)
A3: Confuse Ray > [4 Energy]


AlphaJolt's actions!
 
Nothing too different here Flicka (because we only have a couple of attacks that can hit him :S) Lets hope once more for that poison from our Smog, then so some damage with another Night Shade and finally inflict some more Confusion.
 

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

Argos (M)
HP: 70
Energy:
67
Boosts/Drops:
Others:
Confusion (3 more actions)
Action: Bite - Swagger - Bite
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


Flicka (M)
HP: 56
Energy:
71
Boosts/Drops: +1 Evasion, +1 Atk
Others:
Minimize (smaller state), Odor Sleuth (1 more round)
Actions: Smog - Night Shade - Confuse (Ray?)
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)
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.)
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).
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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 23 (20*1.15)


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

Round 3: FIRE YOUR ATTACKS!

Or I'm FIRING you guys!

Well, at least I see a couple people got my orders! With my intelligence, I can safely say that Argos completely overpowered his confusion this action! And there he goes, BITE! No miss, jaws dripping... and this looks to be the works of a flinch! How mean!

Argos seems to be on a roll this round! And look at him making faces and sounds at a... rock? Holy sheesh he's wacked! Look at that, he's outta control! He just smacked his head on that rock! Must be the confusion taking over his body this time around! Flicka just flicks at Argos with a nice Smogon... err, Smog attack! It was a light hit, no poison or nothing though.

What's more confused than a expired candle is a screwed puppy! Look at that, he just trips on nothing and falls straight on his face, silly! Flicka's really lucky! With this opening, he takes the opportunity to stretch his fiery shadow over Argos and give him a piece of his Night Shade! Seems like... he just got SPOOKED! That seems to have eradicated his confusion, oddly enough. Also, Flicka, he's big again! And not smelly anymore! Did he just buy a new candle or something?

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


Argos (M)
HP: 51
Energy:
57
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 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


Flicka (M)
HP: 45
Energy:
62
Boosts/Drops:
Others:

Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)
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.)
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).
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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 23 (20*1.15)



Argos

A1: Bite > 6 + (3-2 x 1.5) x 1.5 = [11 Damage] [4 Energy]
A2: Hit self in confusion > 4 + (3-2 x 1.5) = [6 Damage] [3 Energy]
A3: Hit self in confusion > 4 + (3-2 x 1.5) = [6 Damage] [3 Energy]

Flicka
A1: blargh
A2: Smog > 4 + (3-1 x 1.5) = [7 Damage] [3 Energy]
A3: Night Shade > [10 Damage] [6 Energy]


deadfox081's actions!
 
Oops, didn't realise how ambiguous the last action was, sorry about that.

Anyway Flicka, this battle is much more even that I thought it would be, but enough of that messing around. Its time to just go for some damage.

Summary
Smog > Night Shade > Smog
 
Well that round sucked for confusion. You're hurt, but we need to keep doing damage to him. Bite, Morning Sun, Bite.
 

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
lol I made two errors (corrected). I left behind the critical damage from before (as in forgot to delete it) and left in Howl's boost when it's supposed to be gone. Anyway, yeah.

Argos (M)
HP: 51
Energy:
57
Boosts/Drops:
Others:

Actions: Bite - Morning Sun - Bite
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


Flicka (M)
HP: 45
Energy:
62
Boosts/Drops:
Others:

Actions: Smog - Night Shade - Smog
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)
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.)
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).
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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 23 (20*1.15)


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

Round 4: Burning Fervor

With his jaws oozing with vicious saliva, Argos prepares the round by leaping right onto Flicka and Biting right onto his head! This should really be an OHKO... but it was just a critical hit! At close-range, Flicka succesfully unleashes a cloud of Smog into Argos's mouth... which FINALLY poisons the doggy! Good work soldiers. I love your hax.

Argos backs away for a moment, and noticing how he's actually getting hurt by a candle that barely has any attacks, he Morning Suns in the light-filled arena, healing buckets of HP! Not fair! I'm sure that's what Flicka's whining about! Well, he's whiny enough to pull off a Night Shade stunt, that's for sure!

After the healing, Argos gets back to Biting. MUNCH MUNCH MUNCH! Damage done, yes, but nothing else happened. Flicka then backs away and aims another Smog attack... it had literally no other effect but damage. Clean damage.

Poor Flicka.

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


Argos (M)
HP: 56
Energy:
34
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 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


Flicka (M)
HP: 18
Energy:
50
Boosts/Drops:
Others:

Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)
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.)
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).
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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 23 (20*1.15)



Argos

A1: Bite > 6 + 3 + (3-2 x 1.5) x 1.5 = [16 Damage] [4 Energy]
2 poison damage
A2: Morning Sun > [+35 HP] [15 Energy]
2 poison damage
A3: Bite > 6 + (3-2 x 1.5) x 1.5 = [11 Damage] [4 Energy]
2 poison damage

Flicka
A1: Smog > 4 + (3-1 x 1.5) = [7 Damage] [3 Energy]
A2: Night Shade > [10 Damage] [6 Energy]
A3: Smog > 4 + (3-1 x 1.5) = [7 Damage] [3 Energy]


AlphaJolt's actions!
 
Well done Flicka, you may not get the KO but you've held up very well to all those super effective bite attacks, not the least making the little dog use most of its energy.

Start off with a Confuse Ray to leave a lasting memory of you, and by the off chance that you're still kicking you should finish it off with a pair of Night Shades.

Summary
Confuse Ray > Night Shade > Night Shade
 

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

Argos (M)
HP: 56
Energy:
34
Boosts/Drops:
Others:

Actions: Bite - Bite - 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


Flicka (M)
HP: 18
Energy:
50
Boosts/Drops:
Others:

Actions: Confuse Ray > Night Shade > Night Shade
Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)
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.)
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).
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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 23 (20*1.15)


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

Round 5: Flicka'd into Misery

Argos prepares for Flicka's doom by leaping right onto him for a yummy Bite attack! After the attack, the slimes of hell droop downward from Flicka's candle, symbolizing her soon-to-be death. Or maybe it isn't? Flicka fires off a Confuse Ray from her ghostly realm that captures Argos into complete confusion! It seems like it was only slightly (2 actions) prepared, however.

Will it work? Let's see! Argos is apparently fighting over himself as to where in the world Flicka is. Is he there? THERE? NO WAIT THERE! And there he goes, leaping in glory for what appears to be the finishing Bite attack! It's... RIGHT ON TARGET! Flicka flicks. Flicka... faints. And Flicka, is no more.

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


Argos (M)
HP: 52
Energy:
22
Boosts/Drops:
Others:
Confusion (1 more action)
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


Flicka (M)
HP: candle went off
Energy:
0
Boosts/Drops:
Others:

Nature: Timid (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Attack)
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.)
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).
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).
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Atk: * (-)
Def: **
SpA: ***
SpD: **
Spe: 23 (20*1.15)



Argos

A1: Bite > 6 + (3-2 x 1.5) x 1.5 = [11 Damage] [4 Energy]
2 poison damage
A2: Bite > 6 + (3-2 x 1.5) x 1.5 = [11 Damage] [8 Energy]
2 poison damage

Flicka
A1: Confuse Ray > [4 Energy]


deadfox081 sends in a new Pokemon and its orders! Then, AlphaJolt orders!
 
Well done Flicka, you deserve a nice rest.

Dreeko, get out there!

Let's start off by making this field a little more to your liking with a Rain Dance, activating your Swift Swim as well. Then use the boosted power to put some big damage on the fiery puppy, with a Bubblebeam and then your Scald attack!

Summary
Rain Dance > Bubblebeam > Scald
 
You're not going to last long in the rain Argos,especially with his Water attacks. Do as much damage as possible: Wild Charge, Bite, Wild Charge.
 

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

Argos (M)
HP: 52
Energy:
22
Boosts/Drops:
Others:
Confusion (1 more action)
Actions: Wild Charge - Bite - Wild Charge
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


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

Actions: Rain Dance - Bubblebeam - Scald
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
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).
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Atk: **
Def: ** (-1)
SpA: ***
SpD: *
Spe: 69 (60*1.15)


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

Round 6: Dreeko Meets Argos

Once the candles flicker out, it can only be that some source of water creature is coming! That creature is... Dreeko! Welcome to the fiery heights of flaming hell, little one. Tread lightly!

Hmm, apparently the new girl is pretty fast! Look at that, she's erasing the entire sunlight from our view! It's getting dark... very dark... and rainy... ah I get it now. That was a Rain Dance! This leaves her wide open for an attack! Despite the confusion, Argos goes, jumping from a boulder, into a Wild Charge formation! This smashes Dreeko pretty hard, but not hard enough! After the attack, it seems like Argos has tossed his confusion out the door!

Now really really really really really really FAST, Dreeko jets through the arena like ice and fires a Bubblebeam at the wet Argos. Plop they go, and they seem to be filled with some weird chemical! I mean, they're slowing Argos down even more! How slow can he get compared to Dreeko? With a face full of bravery, he fears nothing! Out he comes with a ferocious Bite to the water creature's face! Ah, the bite was filled with memories of the old Flicka. It burns furiously...

Until Dreeko backs off and blasts a Scalding blast of hot water onto Argos! This ultimately does Argos in. He staggers from the blast of water in pain... until he can no longer stand up! From there, he falls onto a boulder, fainted as a deer that just got hit by a car. Woof.

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


Argos (M)
HP: blubberwater
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 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


Dreeko (F)
HP: 66
Energy:
82
Boosts/Drops:
Others:

Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
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).
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Atk: **
Def: ** (-1)
SpA: ***
SpD: *
Spe: 69 (60*1.15)



Argos

A1: Wild Charge > 9 + (3-2 x 1.5) x 1.5 = [16 Damage, 4 Damage in Recoil] [7 Energy]
2 poison damage
A2: Bite > 6 + (3-2 x 1.5) = [8 Damage] [4 Energy]
2 poison damage
A3: Wild Charge > 9 + (3-2 x 1.5) x 1.5 = [16 Damage, 4 Damage in Recoil] [7 Energy]
2 poison damage

Dreeko
A1: Rain Dance > [9 Energy]
A2: Bubblebeam > 7 + 3 + 3 (rain) + (3-1 x 1.5) x 1.5 = [24 Damage] [4 Energy]
A3: Scald > 8 + 3 + 3 (rain) + (3-1 x 1.5) x 1.5 = [26 Damage] [5 Energy]


It's raining for 4 more rounds!

AlphaJolt sends in a new Pokemon and its orders! Then, deadfox081 orders!

also gone for like 20+ mins - shower + dinner
edit: back!
 
Go Maximus! It's time to stop playing mind games, all out attack time: Energy Ball, Rock Slide, Energy Ball. Try to get him to either flinch or get a special defense drop. There's nothing wrong with hax (pretend its reyscarface)!

EDIT: had to throw that in if I'm using my 800th post.
 

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

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

Actions: Energy Ball - Rock Slide - Energy Ball
Nature: Naughty
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).
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).
Atk: ***(+1)
Def: **
SpA: ***
SpD: * (-1)
Spe: 70


Dreeko (F)
HP: 66
Energy:
82
Boosts/Drops:
Others:

Actions: Signal Beam - Aurora Beam - Signal Beam
Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
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).
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Atk: **
Def: ** (-1)
SpA: ***
SpD: *
Spe: 69 (60*1.15)


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

Round 7: Maximus Dreeko!

Another one bites the dust. Of course. Well, let's say welcome for Maximus to the burning... err... very wet arena of Mount Ember Peak! Prepare your umbrella good sir!

Despite the fact that the stats say 70 Speed for Maximus and 69 Speed for Dreeko, the lady takes the initiative and fires a Signal Beam right onto Maximus's face! Funny, it seems much different than a normal Signal Beam. It seems to have made a "red alert" sound beep right into Maximus's mind! What is this? It's a critical sniper hit! Oh curses, stop ruining the match! At least it doesn't stop Maximus from creating an Energy Ball and shooting it onto Dreeko for an effective amount of damage!

Dreeko takes the attack with bravery and fires off another attack - this time an Aurora Beam! The rainbow beam pierces right through Maximus's body, and cracks open as the attack ends. Maximus groans as the uncomfortable, icy hit freezes a little bit of his body. This angers him so much that he goes rampage! He calls upon the rocks of the peaks and slides them down into the arena! As the rocks crash down onto the little sea horse, what can we say but OW!?

As the rain washes the little rocks off of Dreeko, she takes revenge with a dirty Signal Beam! Funny, it seems much different than a normal Signal Beam - oh wait, I said that already. Okay, this time, it lightly confused (2 actions) Dreeko! Seriously, what the beepers is going on. I seriously think at night time, the RNG wants to like make sure hax always goes into effect or something. Anyway... okay, uhh, I don't think this is Maximus's day. Look! He just tripped over some of his own rock slide mess in confusion!

I'd like a word with you God. Leave my match alone!

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


Maximus (M)
HP: 28
Energy:
86
Boosts/Drops:
Others:
Confusion (1 more action)
Nature: Naughty
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).
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).
Atk: ***(+1)
Def: **
SpA: ***
SpD: * (-1)
Spe: 70


Dreeko (F)
HP: 35
Energy:
66
Boosts/Drops:
Others:

Nature: Hasty (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Defense)
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).
Swift Swim: (Innate) The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.
Sniper: (Innate) This Pokemon has deadly accuracy and strikes sensitive points, dealing 2 more damage with its critical hits.
Atk: **
Def: ** (-1)
SpA: ***
SpD: *
Spe: 69 (60*1.15)



Maximus

A1: Energy Ball > 8 + 3 + (3-1 x 1.5) x 1.5 = [21 Damage] [5 Energy]
A2: Rock Slide > 8 + (3-1 x 1.5) = [10 Damage] [6 Energy]
A3: Confusion hit > 4 + (3-2 x 1.5) = [6 Damage] [3 Energy]

Dreeko
A1: Signal Beam > 8 + 5 (sniper crit) + (3-1 x 1.5) x 1.5 = [24 Damage] [6 Energy]
A2: Aurora Beam > 7 + (3-1 x 1.5) x 1.5 = [15 Damage] [4 Energy]
A3: Signal Beam > 8 + (3-1 x 1.5) x 1.5 = [17 Damage] [6 Energy]


sorry

It's raining for 3 more rounds!

deadfox081's actions!
 
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