Bataille sur la Tour Eiffel ~ 3v3 Singles, Korski vs. Timmetmannetje

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Bonjour et bienvenue, to the scenic city of Paris, France! Okay, remind me not to talk in French again, I probably butchered the language with that. Nonetheless, today, we have a fairly laid-back, but still intense, Beginner Battle, between the newbie Timmenmannetje (what a mouthful...) and the veteran Korski. Let's take a look at the challenge specifications:

Beginner battle
3v3 Single battle
3 Day DQ
2 Recoveries 5 Chills per pokemon
Arena:

Eiffel tower Arena:
The battle will take place under the Eiffel tower in France. Pokemon can climb on the Eiffel tower but in no way destroy it. there's no retriction in weather but digging isn't possible. Also moves that need water (Surf/Whirlpool and others) aren't possible.


You're on.

One Ability
No items
Switch=OK


Without further ado, our combatants!


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

Type: Ground/Dark
Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).
Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: ***
Def: **
SpA: *(-1)
SpD: **
Spe: 75 (+1)

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

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.
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.
Anger point (DW): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).


Attacks:
Leer (*)
Rage(*)
Bite(*)
Sand-Attack(*)
Torment(*)
Sand tomb(*)
Assurance(*)
Mud-slap(*)
Embargo(*)
Swagger(*)
Fire Fang(*)
Thunder fang(*)
Double edge(*)
Hone claws(*)
Stone edge(*)
Toxic(*)


Snubbull(*) Brutus (M)
Nature: Brave (Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +5% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on this Pokemon's attacks.


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

Stats:

HP: 100
Atk: **** (+1)
Def: **
SpA: **
SpD: **
Spe: 26(-1)

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

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


Attacks:
Ice Fang(*)
Fire Fang(*)
Thunder Fang(*)
Tackle(*)
Scary face(*)
Tail whip(*)
Charm(*)
Bite(*)
Lick(*)
Headbutt(*)
Roar(*)
Close Combat(*)
Mimic(*)
Crunch(*)
Wild Charge(*)
Earthquake(*)
Flamethrower(*)


Vulpix(*) Dynamite (F)
Nature: Modest (special attack Attack increased by *; attack decreased by *


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

Stats:

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

EC: 0/6
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).
Drought:
(Innate) When this Pokemon is sent out it summons blistering sunlight that scorches the field and does not end, expending 10% of its energy to do so

Attacks:
Ember (*)
Tail whip(*)
Roar(*)
Quick attack(*)
Fire spin(*)
Confuse ray(*)
Imprison(*)
Flame burst(*)
Hypnosis(*)
Extrasensory(*)
Disable(*)
Energy ball(*)
Pay back(*)
Dig(*)



Munchlax Bullshorts (M)

Type: Normal
  • Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Abilities: Pick Up, Thick Fat
  • Pick Up: (Innate) This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.
  • Thick Fat: (Innate) This Pokemon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
  • Gluttony (LOCKED): (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Nature: Quiet (+1 SpA, -15% Speed, -15% Evasion)

Stats:

HP: 120
Atk: Rank 3
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 4 (-)

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

Attacks:

Metronome
Odor Sleuth
Tackle
Defense Curl
Amnesia
Lick
Recycle
Screech
Chip Away

Counter
Double-edge
Zen Headbutt

Thunderbolt
Ice Beam
Rest


Gastly Criminal (F)

Type: Ghost/Poison
  • Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
  • Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
Abilities: Levitate
  • Levitate: This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.
Nature: Hasty (+15% Speed, +30% Accuracy, -1 Def)

Stats:

HP: 90
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 4
SpD: Rank 2
Spe: 92 (+)

EC: 0/9
MC: 0

Attacks:

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

Disable
Explosion
Will-o-Wisp

Shadow Ball
Sludge Bomb
Substitute


Monohm Empire (F)

Type: Electric/Dragon
  • Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
  • Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Abilities: Shield Dust, Static
  • Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
  • Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
  • Sheer Force (LOCKED): (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.
Nature: Timid (+15% Speed, +17% Accuracy, -1 Atk)

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2
Spe: 69 (+)

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

Attacks:

Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Sonicboom
Spark

Heal Bell
Hydro Pump
Magnet Rise


And now, the turn order!

-Timmetmannetje sends out
-Korski sends out and gives first orders
Timmetmannetje responds with orders
-Reffing occurs
-Reverse order, rinse, and repeat
-???
-PROFIT

Commencer!
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
I'll send out Bullshorts the MUNCHLAX @ Thick Fat

Gay Paris, huh. Well, let's get to it then.

Ice Beam~Double-edge~Ice Beam
If you are Tormented, switch A3 to Chip Away
 
Oh fail my Ability will be Moxie i think

Let's show that thing what were made of.

Start of with a Swagger followed by a Toxic then quickly finish it of with a Double edge!

Swagger~Toxic~Double edge
 

Sherrif
Type: Ground/Dark
HP: 90
Energy: 100
Status: N/A
Boosts/Drops: N/A

vs.


Bullshorts
Type: Normal
HP: 120
Energy: 100
Status: N/A
Boosts/Drops: N/A

-Round 1 begin-

As the Pokemon take their starting positions, a crowd of people begins to form around them. Why are they fighting under their national landmark? Who knows, I'm just here to ref. Just, for the love of Arceus, don't climb up there, because then I'd have to haul all this gear up...

But, I'll stop complaining as Sherrif takes the initiative with his first attack, Swagger! I don't know if it's supposed to be vulgar language or gesture, or maybe just being a general troll, but Bullshorts is really pissed off now, as well as severely confused. Bullshorts seems to shrug it off, incredibly so, with a critical ice beam that leaves Sherrif's lower half frozen! It's like an entire collection of hax happening in one place!

Sherrif struggles desperately to rid himself of the ice, and tries to cripple Bullshorts' large health with Toxic, but the attack misses. Bullshorts follows up that incredible failure with an incredible success--a critical Double-Edge through his confusion! The attack is massive, so massive that it shatters the ice on Sherrif, and Bullshorts takes a large chunk of recoil, as well.

Sherrif apparently enjoys copying his opponents, because he follows up with his own Double-Edge, to less devastating effect. Bullshorts, on the other hand, falls back on another Ice Beam, but the confusion gets in his way! Bullshorts smacks himself by running into the base of the tower instead of firing his attack. Haxxors can't be choosers, apparently.

-Round 1 end-


Sherrif
Type: Ground/Dark
HP: 39
Energy: 74
Status: N/A
Boosts/Drops: N/A

vs.


Bullshorts
Type: Normal
HP: 90
Energy: 79
Status: N/A
Boosts/Drops: +1 Attack

Action 1~
Sherrif Swagger 7 energy successful, Bullshorts at +2 ATK, Severe Confusion for (3) actions
Bullshorts Ice Beam 7 energy hits, no confusion, does 10 (BP) + 3 (crit) + 1.5 (Ranks) * 1.5 (2x weak) = 22 damage to Sherrif, back legs frozen

Action 2~
Sherrif Toxic 7 energy misses
Bullshorts Double-Edge 7 energy, does 12 (BP) + 3 (STAB) + 3 (crit) + 1.5 (Ranks) + 3 (+2 atk boost) = 23 damage to Sherrif, 7 recoil to Bullshorts, ice broken by impact

Action 3~
Sherrif Double-Edge 8 energy hits, does 12 (BP) + 1.5 (Ranks) = 14 damage to Bullshorts, 4 recoil to Sherrif
Bullshorts Ice Beam 7 energy hits...itself, does 4 (BP) + 1.5 (Ranks) + 3 (+2 atk boost) = 9 damage to Bullshorts


Timmetmannetje has first actions next round.
 
... That didn't go very well did it? (By the way do you know my username actually makes sense?)

Anyway Sherrif Try to Toxic That munchlax we need to status it and slowy take it down. Its a shame that your stuck in the ice. Better just Leer the crap out of that thing. If he uses an phycical move, try to roll over on your side so the ice on your legs will be hit and broken and hopefully will reduce the damage.

Toxic~Leer~Leer

If he uses an pychical move (Double edge or something) replace the move with Roll over

Edit: Edited it
 
You only get one substitution per round, I believe, and it needs to be more specific than "if he attacks", since really anything can qualify as "attacking".
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Hmm severe confusion only lasts for 3 Actions (and hitting yourself in confusion lowers the confusion stage by one), so Munchlax should not be confused at the start of the next Round. Also, you can only make move substitutions in the case of one particular move ("If Munchlax uses Double-edge, use Sand-Attack" is legal, while "if Munchlax uses a physical attack, use Sand-Attack" is not legal). You have to be specific. In any case, since the ice was actually broken already, rolling over would just leave Sheriff's belly exposed to a direct assault!

Double-edge~Ice Beam~Ice Beam
 
I'll go ahead and interpret the substitution as "If Double-Edge, Dodge", then. That makes the most sense. Carrying on:


Sherrif
Type: Ground/Dark
HP: 39
Energy: 74
Status: N/A
Boosts/Drops: N/A

vs.


Bullshorts
Type: Normal
HP: 90
Energy: 79
Status: N/A
Boosts/Drops: +1 Attack

-Round 2 begin-

And so our battle in the French city continues on! Sherrif looks incredibly dazed from the antics Bullshorts had unleashed in the first round. Will he be able to withstand the assault?

Sherrif's trainer probably doesn't believe too much in Sherrif being able to survive, due to the Dodge command that he seemingly yelled out with extreme amounts of urgency. I don't blame him, though, Bullshorts' Double-Edge is a nasty move...good thing Sherrif rolled over just in time, so that the attack missed.

Sherrif must have a big ego, because I can't believe what I'm seeing; he's trying to actively intimidate something as completely oblivious as a Munchlax. Well, the move worked, and surely Bullshorts has to stay on his toes...but he doesn't, and instead fires another Ice Beam. There wasn't any freeze this time, but Sherrif took quite the hit.

Is this...is this deja vu? (that's French, right?) It must be, because the exact same thing is happening again. Sherrif's feeble attempt at a Leer succeeded again, and it didn't matter at all, because Bullshorts blasted him with another Ice Beam. Folks, this is looking like it's going to be a read bloodbath once Sherrif decides to do something with those defense drops...he doesn't have much time, though. The poor crocodile looks to be in critical condition now...

-Round 2 end-


Sherrif
Type: Ground/Dark
HP: 5
Energy: 57
Status: N/A
Boosts/Drops: N/A

vs.


Bullshorts
Type: Normal
HP: 90
Energy: 54
Status: N/A
Boosts/Drops: -1 Defense

Action 1~
Sherrif Dodge 5 energy successful, Double-Edge -14% accuracy
Bullshorts Double-Edge 7 energy misses

Action 2~
Sherrif Leer 4 energy successful, Bullshorts at -1 Def
Bullshorts Ice Beam 7 energy hits, does 10 (BP) + 1.5 (Ranks) * 1.5 (2x weak) = 17 damage to Sherrif, no freeze

Action 3~
Sherrif Leer 4 + 4 energy successful, Bullshorts at -2 Def
Bullshorts Ice Beam 7 + 4 energy hits, does 10 (BP) + 1.5 (Ranks) * 1.5 (2x weak) = 17 damage to Sherrif, no freeze


Korski gets first actions for round 3.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Well that miss stinks pretty bad, but we've got a clear advantage, so let's finish off this croc!

Double-edge~Ice Beam~Double Edge
 
... That fat Donut eating machine on the other side of the tower is going to wipe us out but will we fight till the end!

Toxic~StoneEdge~RAGE
 

Sherrif
Type: Ground/Dark
HP: 5
Energy: 57
Status: N/A
Boosts/Drops: N/A

vs.


Bullshorts
Type: Normal
HP: 90
Energy: 54
Status: N/A
Boosts/Drops: -1 Defense

-Round 3 begin-

Something tells me this is going to be an incredibly short round...oh, wait, it is. Sherrif fires off a Toxic, managing to hit this time, badly poisoning Bullshorts, but also allowing himself to be slammed into the ground with another Double-Edge. He took some recoil, but it doesn't seem to matter to our resilient Bullshorts. Sherrif is now KO'd. Obviously.

-Round 3 end-


Sherrif
Type: Ground/Dark
HP: smashed
Energy: into
Status: crocodile
Boosts/Drops: stew

vs.


Bullshorts
Type: Normal
HP: 83
Energy: 47
Status: Badly Poisoned (1 DPA)
Boosts/Drops: N/A


Action 1~
Sherrif Toxic 7 energy hits, Bullshorts badly poisoned
Bullshorts Double-Edge 7 energy hits, does 12 (BP) + 3 (STAB) + 1.5 (Ranks) = 17 damage to Sherrif, Sherrif deadified, 6 recoil damage, 1 damage from poison


Timmetmannetje, send out your next Pokemon and issue first actions for the next round.
 

Brutus
Type: Normal
HP: 100
Energy: 100
Status: N/A
Boosts/Drops: N/A

vs.


Bullshorts
Type: Normal
HP: 83
Energy: 47
Status: Badly Poisoned (1 DPA)
Boosts/Drops: N/A

-Round 4 begin-

Brutus did stuff.



Happy fourth of July. By the way, Bullshorts ran out of energy. So, it's like a REAL Cross Counter...

-Round 4 end-


Brutus
Type: Normal
HP: 10
Energy: 77
Status: N/A
Boosts/Drops: -1 Attack, -1 Defense

vs.


Bullshorts
Type: Normal
HP: mashed
Energy: too
Status: much
Boosts/Drops: Counter

Action 1~
Brutus Close Combat 8 energy hits, does 12 (BP) + 3 (Ranks) * 1.5 (2x weak) = 23 damage to Bullshorts, Brutus Attack and Defense go down (1) stage
Bullshorts Counter 6 + 23 / 3 = 14 energy hits, does 35 damage to Brutus (2 damage)

Action 2~
Brutus Earthquake 7 energy hits, does 10 (BP) + 3 (Ranks) - 1.75 (boosts) = 11 damage to Bullshort
Bullshorts Counter 6 + 4 + 4 = 14 energy hits, does 17 damage to Brutus (2 damage)

Action 3~
Brutus Close Combat 8 energy hits, does 12 (BP) + 3 (crit) + 3 (ranks) * 1.5 (2x weak) - 1.75 (boosts) = 25 damage to Bullshorts, attack and defense go down (1) stage
Bullshorts Counter 6 + 8 + 8 = 22 energy hits, does 38 damage to Brutus (2 damage)


Korski gets first actions for round 5, after he sends out his next Pokemon.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Alright, great work on your way out, Bullshorts! Finish off this little brat, Criminal, with a quick and easy Sludge Bomb! If the first one doesn't KO (it will), keep doing it until it does!
 

Brutus
Type: Normal
HP: 10
Energy: 77
Status: N/A
Boosts/Drops: -1 Attack, -1 Defense

vs.


Criminal
Type: Ghost/Poison
HP: 90
Energy: 100
Status: N/A
Boosts/Drops: N/A

-Round 5 begin-

Criminal uses Sludge Bomb. Brutus can't handle the damage. I can't wait until we get an actually long round!

-Round 5 end-


Brutus
Type: Normal
HP: dead
Energy: in
Status: his
Boosts/Drops: prime

vs.


Criminal
Type: Ghost/Poison
HP: 90
Energy: 94
Status: N/A
Boosts/Drops: N/A

Criminal Sludge Bomb 6 energy hits, does 9 (BP) + 3 (STAB) + 3 (Ranks) = dead damage to Brutus


Timmetmannetje gets first actions for round 6, after he sends out his final Pokemon.
 
Go Dynamite the Vulpix! Show your Flashy Fire

I'd like you to start with a Confusing Ray then trap in a Fire Spin finishing it with a Flame Burst! if he uses Shadow bal Disable it!

Confuse Ray~Fire spin~Flame Burst
If he uses Shadow ball Disable it!
 

Dynamite
Type: Fire
HP: 90
Energy: 100
Status: N/A
Boosts/Drops: N/A

vs.


Criminal
Type: Ghost/Poison
HP: 90
Energy: 94
Status: N/A
Boosts/Drops: N/A

-Round 6 begin-

As soon as I thought we were going to have a long, complicated round, I knew that instead that we were a short, complicated round. But, hey, I'm not complaining, and I'm sure the crowd of Parisians watching this battle the entire time that I've been forgetting to mention are having a great time as well.

The round opens up with some more of Criminal's trickery: specifically, a Substitute, using quite a chunk of health (and her energy). The doll flops to the ground and makes quite the impression of acting like a floating ghost...either that or Dynamite is just really gullible! Especially since she fires a Confuse Ray without even recognizing the Substitute was there. The bewildering beam ceases to even exist after bouncing off of the doll's magical exterior.

Criminal follows up this failure with her own Confuse Ray! Unsurprisingly, this one hits, intensely confusing Dynamite. She retaliates with a Fire Spin, but manages to bonk her head against the leg of the Eiffel Tower, and does some damage to herself. Oh, the tragedies of confusion!

Criminal looks like an incredible sadist, because she adds a huge amount of damage to the situation with a critical Sludge Bomb! Not only that, but the attack poisons Dynamite, as well! Dynamite manages to snap out of it for now, and launches a deadly Flame Burst! The attack sizzles the Substitute, but it looks the the doll is still standing. Luckily, her confusion nightmares are almost over...

-Round 6 end-


Dynamite
Type: Fire
HP: 71
Energy: 87
Status: Poisoned, Confusion (1 action)
Boosts/Drops: N/A

vs.


Criminal
Type: Ghost/Poison
HP: 58
Energy: 66
Status: Substitute (8 HP left)
Boosts/Drops: N/A

Action 1~
Criminal Substitute (20 HP) 18 energy successful, Criminal made a Substitute
Dynamite Confuse Ray 5 energy fails, the Substitute blocked the hit

Action 2~
Criminal Confuse Ray 4 energy hits, Dynamite Intense Confusion for (4) actions
Dynamite Fire Spin, nope, hit itself, 3 energy, 4 (BP) - 1.5 (Ranks) = 2 damage to itself (2 actions left for confusion)

Action 3~
Criminal Sludge Bomb 6 energy hits, does 9 (BP) + 3 (crit) + 3 (STAB) + 1.5 (Ranks) = 17 damage, poison inflicted to Dynamite Flame Burst 5 energy hits, does 7 (BP) + 3 (STAB) + 1.5 (Ranks) = 12 damage to Criminal's Substitute (1 action left for confusion)


Korski gets first actions for round 7.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Alright, Criminal, great going! It's time to get annoying, though. Start with a Hypnosis and then go on the offensive with a Shadow Ball and another Sludge Bomb!
 
Sub is 1# used move in ASB for sure

Hypnosis needs Eye Contact so Quickly Dig a hole so the hypnosis wont work. (I hope) Followed by a Flame Burst and then the Sub wil break so you can fininish with your own Confuse Ray if the Sub didn't break use a Extrasensory instead

Dig to evade Eye contact (stop Hypnosis)~Flame Burst~Confuse Ray
If the Sub didnt break replace with Extrasensory
 

Dynamite
Type: Fire
HP: 71
Energy: 87
Status: Poisoned, Confusion (1 action)
Boosts/Drops: N/A

vs.


Criminal
Type: Ghost/Poison
HP: 58
Energy: 66
Status: Substitute (8 HP left)
Boosts/Drops: N/A

-Round 7 begin-

Both of our combatants have been fighting very ferociously, how long can they keep it up? Having only neutral STABs, the Trainers need to navigate their way around the treacherous tides of strategy in order to secure this KO. However, it seems that Korski has the faster ship...

So fast, in fact, that the lackluster accuracy of Hypnosis raises to near-perfect with Criminal's speed, hitting Dynamite before she can burrow underground to dodge it! Simply amazing, really. Magnifique! Dynamite's nap time looks like it's going to be fairly short, but she surely can't use Dig while asleep.

Criminal decides to beat on Dynamite some more with some powerful STABs, next. The Shadow Ball she fires sails through the air and comes into direct contact with Dynamite. Luckily, she wakes up after that, and can use Flame Burst without a problem, which destroys Criminal's Substitute! Now that actual damage can be inflicted, maybe Dynamite can turn this around...?

Though the constant onslaught of damage seems to be saying otherwise. This time, a Sludge Bomb flies through the air towards Dynamite, eventually smacking her across the back for another chunk of damage. At least she's already poisoned, so she can't get poisoned again...but, hey, here's a familiar move! Confuse Ray! And luckily for Dynamite, it impacted Criminal head-on, inflicting some confusion! Maybe Dynamite can turn this around with some confuhax of her own?!

Tune in next time to find out!

-Round 7 end-


Dynamite
Type: Fire
HP: 41
Energy: 77
Status: Poisoned
Boosts/Drops: N/A

vs.


Criminal
Type: Ghost/Poison
HP: 58
Energy: 48
Status: Confused (2 actions)
Boosts/Drops: N/A

Action 1
Criminal Hypnosis 7 energy hits, Dynamite falls into light sleep for (1) action
Dynamite Evasive Dig zzzzzzzzzzzzz (1 poison damage) (confusion gone)

Action 2
Criminal Shadow Ball 5 energy hits, does 8 (BP) + 3 (STAB) + 1.5 (Ranks) = 13 damage to Dynamite, no secondary effect
Dynamite Flame Burst woke up, 5 energy hits, does 7 (BP) + 3 (STAB) + 1.5 (Ranks) = 12 damage to Criminal's Substitute, Substitute destroyed (1 poison damage)

Action 3
Criminal Sludge Bomb 6 energy hits, does 9 (BP) + 3 (STAB) + 1.5 (Ranks) = 14 damage to Dynamite, no poison
Dynamite Confuse Ray 5 energy hits, Criminal inflicted with light confusion for (2) actions (1 poison damage)


Timmetmannetje gets first actions for round 8.
 
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