[GL Battle] Its_A_Random vs. Deck Knight

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Korski

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BATTLE ON!

Arena:

ASB Tournament Arena

Rules:

4vs4 Doubles
3-day DQ
2 Recoveries / 5 Chills
Abilities=ALL
Items=OFF
Switch=OK

Teams:

Its_A-Random:

Gliscor(*) [Capers] (M)
NATURE: Impish

TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

ABILITIES
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

STATS
HP: 100
Atk: Rank 3
Def: Rank 6 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 95
Size Class: 3
Weight Class: 3
Base Rank Total: 19

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

ATTACKS (58)
LEVEL-UP
Thunder Fang
Ice Fang
Fire Fang
Poison Jab
Poison Sting*
Sand Attack*
Harden*
Knock Off*
Quick Attack*
Fury Cutter*
Faint Attack*
Acrobatics
Screech
Slash
U-Turn
X-Scissor
Guillotine

TM/HM
Hone Claws
Toxic
Venoshock
Sunny Day
Taunt
Hyper Beam
Protect
Frustration
Earthquake*
Return
Dig
Brick Break
Double Team
Sandstorm
Rock Tomb
Aerial Ace
Torment
Facade
Rest
Attract
Giga Impact
Stone Edge
Swords Dance*
Rock Slide*
Swagger
Substitute
Strength

EGG
Counter
Agility*
Baton Pass*
Night Slash*
Feint
Power Trick

PAST-GEN
Iron Tail
Roost
Endure
Sleep Talk
Natural Gift
Defog
Aqua Tail
Sky Attack

Gastrodon [Sleast] (M)
Nature: Quiet (NC) (-10% Evasion)

TYPE
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

ABILITIES
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

STATS
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 3
Spe: 33 (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

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

ATTACKS (38)

LEVEL-UP
Mud-Slap
Mud Sport
Harden
Water Pulse
Mud Bomb
Hidden Power (Fire 7)
Rain Dance
Body Slam
Muddy Water
Recover

TM/HM
Toxic
Ice Beam
Protect
Earthquake
Return
Dig
Double Team
Sludge Wave
Sandstorm
Rest
Scald
Rock Slide
Substitute
Surf
Strength
Waterfall

EGG

Counter
Mirror Coat
Stockpile
Yawn
Fissure
Trump Card
Sludge

PAST-GEN
Endure
Earth Power
Pain Split
String Shot
Block

Torterra [Firmoise] (M)
NATURE: Adamant

TYPE

Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

ABILITIES
Overgrow
: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armour (DW Unlocked): (Innate) This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

STATS

HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 2 (-)
SpD: Rank 3
Spe: 56
Size Class: 5
Weight Class: 7
Base Rank Total: 19

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

ATTACKS (37)
LEVEL-UP
Wood Hammer
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Earthquake
Leech Seed
Synthesis
Crunch
Giga Drain
Leaf Storm

TM/HM
Toxic
Light Screen
Protect
Safeguard
Return
Double Team
Reflect
Sandstorm
Facade
Rest
Giga Impact
Stone Edge
Rock Slide
Swagger
Substitute
Strength

EGG
Body Slam
Seed Bomb
Superpower

PAST-GEN
Endure
Stealth Rock
Iron Head
Outrage

Fidgit [Utilitand] (M)
NATURE: Hardy

TYPE
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.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

ABILITIES
Persistent
: (Innate) This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (Innate) This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action.
Prankster (DW Unlocked): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Glyph of Light Screen: (Raid Glyph) Causes Light Screen to affect the entire team instead of three Pokémon only.

STATS
HP: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 105
Size Class: 2
Weight Class: 4
Base Rank Total: 20

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

ATTACKS (50)
LEVEL-UP
Rapid Spin
Magic Room
Wonder Room
Comet Punch
Helping Hand
Gust
Sand Attack
Tailwind
Encore
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Body Slam
Toxic Spikes
Gravity
Heal Block
Air Slash
Me First

TM/HM
Toxic
Venoshock
Taunt
Light Screen
Protect
Safeguard
Earthquake
Dig
Double Team
Reflect
Sludge Wave
Sludge Bomb
Low Sweep
Acrobatics
Stone Edge
Rock Slide
Poison Jab
U-Turn
Substitute
Trick Room
Strength

EGG
Disable
Spikes
Wish
Stealth Rock
Earth Power

PAST-GEN
Endure

OTHER
Dispel

Deck Knight:

Steelix [Will Powers] (M)
Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10)

Type: Steel/Ground
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Sturdy: (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.
Sheer Force (DW): (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.

Stats:

HP: 100
Atk: Rank 4 (+)
Def: Rank 8
SpA: Rank 2
SpD: Rank 3
Spe: 26 (30 / 1.15v = 26) (-)
Size Class: 7
Weight Class: 8
Base Rank Total: 21

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Attacks:
Thunder Fang
Ice Fang
Fire Fang
Mud Sport
Tackle
Harden
Bind
Screech
Rock Throw
Rage
Rock Tomb
Smack Down
Sandstorm
Slam
Rock Polish
Dragonbreath
Curse
Crunch
Double-Edge
Sand Tomb
Iron Tail
Stone Edge

Flail
Heavy Slam
Rock Blast
Stealth Rock

Aqua Tail
Earth Power
Magnet Rise
Twister

Bide

Roar
Taunt
Protect
Dig
Earthquake
Gyro Ball
Dragon Tail
Explosion
Endure
Psych Up
Substitute
Flash Cannon

Total: 43

Claydol [Bishop] (U)
Nature: Relaxed (+1 Def; Divides Base Speed by 1.15, Evasion -10.)

Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a flying type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.


Stats:

HP: 90
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 3
SpD: Rank 5
Spe: 65 (75/1.15v) (-)
Size Class: 3
Weight Class: 5
Base Rank Total: 20

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

Attacks:

Teleport
Confusion
Harden
Rapid Spin
Mud Slap
Psybeam
Rock Tomb
Selfdestruct
Ancientpower
Sandstorm
Hyper Beam
Extrasensory
Cosmic Power
Earth Power
Power Trick
Heal Block
Explosion

Zen Headbutt

Ice Beam
Telekinesis
Light Screen
Protect
Smack Down
Psychic
Earthquake
Dig
Reflect
Skill Swap
Rock Slide
Trick Room

Total: 30

Torterra [Rook] (M)

Nature: Brave (+1 Atk; Divides Base Speed by 1.15, Evasion -10.)

Type: Grass/Ground
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilities:
Overgrow: (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14)
Shell Armor (DW): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 4
SpA: Rank 3
SpD: Rank 3
Spe: 48 (56 / 1.15v) (-)
Size Class: 5
Weight Class: 7
Base Rank Total: 19

EC: 9/9
MC: 1
DC: 5/5 (Unlocked)

Attacks:
Wood Hammer
Tackle
Withdraw
Absorb
Razor Leaf
Curse
Bite
Mega Drain
Earthquake
Leech Seed
Synthesis
Crunch
Giga Drain
Leaf Storm

Sand Tomb
Stealth Rock
Superpower
Worry Seed

Toxic
Sunny Day
Light Screen
Protect
Reflect
Facade
Rock Polish
Bulldoze
Rock Slide
Swords Dance

Total: 27

Gastrodon(*) [AquaVelva] (F)
Nature: Quiet (+1 SpAk; Divides Base Speed by 1.15, Evasion -10)

Type: Water/Ground
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Stats:

HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4(+)
SpD: Rank 3
Spe: 33 (39 / 1.15v = 33) (-)
Size Class: 2
Weight Class: 3
Base Rank Total: 18

EC: 6/6
MC: 0
DC: 5/5 (Unlocked)

Abilities:
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Strength (DW): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

Attacks:
Mud-Slap(*)
Mud Sport(*)
Harden(*)
Water Pulse(*)
Mud Bomb(*)
Hidden Power (Fire 7)(*)
Rain Dance(*)
Body Slam
Muddy Water
Recover

Clear Smog(*)
Counter
Mirror Coat
Stockpile(*)
Yawn(*)

Ancientpower
Earth Power
Pain Split

Sleep Talk

Toxic
Hail
Ice Beam(*)
Blizzard
Protect
Earthquake
Dig
Sandstorm
Rest(*)
Scald(*)
Rock Slide
Substitute

Total: 31

RNG Roll [turn order] [IAR=1/2] | 1/2 (IAR)

Its_A_Random releases 2 Pokes --> Deck Knight releases 2 Pokes, issues Actions --> Its_A_Random issues Actions --> Korski refs
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Random entered the ASB Arena, knowing it was D-Day. It had been a long time since he last entered, that last one being an ASB Tournament Match against Flamestrike, which he lost...Shortly after he went to his box, he noticed a familiar face enter the arena: It happened to be the same opponent who he met a long time ago at Crimson Plateau. Ahh, sweet memories...Moving on, Random greeted his opponent & shook hands with the ref. Either way this match goes, it was going to be a close one...

"Good luck DK, may the best user win. Let's open this battle hard & fast with Capers & Utilitand! May your massive movepools give us the early advantage, whoever our opponent brings in!"

|
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Our foe seems to want to cut to the quick. But as we all know, slow and steady wins the race. I send out AquaVelva and Bishop.

|


A little ice is twice as nice.

Bishop, begin with a Smack Down aimed at Capers, then follow up with an Earth Power aimed at Utilitand, and finish with a Psychic aimed at Utilitand.
IF Gliscor Taunts Aquavelva action 1, use Smack Down on Gliscor on your first action instead, and resume attacks as normal. If Fidgit Digs on action 2 or 3, blast it with Earthquake while its underground.

Aquavelva, begin the match by summoning Hail, then launch Blizzard at your foes, and finish with Muddy Water.
IF Fidgit Taunts you action 1, blast your foes with Blizzard, then follow up with Muddy Water followed by Earthquake.

Bishop: Smack Down (Capers) ~ Earth Power (Utilitand) ~ Psychic (Utilitand)
IF Gliscor Taunts Aquavelva action 1, Telekinesis (Capers).
If Fidgit uses Dig on action 2 or 3, use Earthquake.

Aquavelva: Hail ~ Blizzard ~ Muddy Water
IF Fidgit Taunts you action 1, use Blizzard ~ Muddy Water ~ Earthquake


Good luck Its_A_Random.

What will you do when the very ground is your enemy?
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Random sees the two opponents enter the arena, & lets off a slight grin, almost as if to say that this is what he wanted...

"Alright, Capers, Utilitand, let's do this! Capers, open this with a nasty Dig on Aquavelva, while Utilitand sets up a protective wall. Next, I want Utilitand to spur on Aquavelva to keep putting up that hailstorm while Capers launches a nice Aerial attack! Last off, I want Capers to attack Bishop & bring Firmoise into the fray, while Utilitand, I want you to lock AquaVelva out of a couple of options, ready for the next round, even though it will probably not stop her from using Hail for another action!"

Capers: Dig (AquaVelva) > Sky Attack (AquaVelva) > U-Turn (Bishop, Switch in Firmoise at the end of the round)

Utilitand: Light Screen > Encore (AquaVelva) > Taunt (AquaVelva)
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 1 BEGINS~

Poke: Gliscor | Fidgit
HP: 100 | 100
Energy: 100 | 100
Boosts: None | None
Other: None | None

VS.

Poke: Gastrodon | Claydol
HP: 110 | 90
Energy: 100 | 100
Boosts: None | None
Other: None | None

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

Meeting in the ASB Tournament Arena, the two potential Ground-type Gym Leaders, Its_A_Random and Deck Knight, face off in a doubles match to determine who will stand in the way of every hopeful Champion aiming to brave the challenging ASB Gym League! In order to prove their respective might, both battlers release their powerful Ground-type monsters into battle! IAR releases Capers the Gliscor and Utilitand the Fidgit, to which Deck Knight responds with AquaVelva the Gastrodon and Bishop the Claydol! With the stage set, we let the battle begin!

Utilitand makes the first move by setting up a Light Screen for its team! Capers then burrows underground, evading Bishop's Smack Down attempt, coming up for a Dig attack on AquaVelva as the Gastrodon whips up a violent Hailstorm that whips all the Pokemon on the field with jagged pellets of ice! Utilitand Encores AquaVelva, persuading her to continue summoning Hail, to no effect! Capers then starts glowing, while Bishop strikes Utilitand with an Earth Power! Capers then blasts forward with a Sky Attack that rocks AquaVelva for big damage as Utilitand further frustrates the swamp monster with a Taunt! Capers U-turns away with a strike on Bishop, who is still focused on Utilitand with a Psychic blast! Capers returns to IAR's side, and the trainer sends out Firmoise the Torterra! Tension!

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

Action 1:

Fidgit: Light Screen (-8 energy, Light Screen active for 6 Actions)
Gliscor: Dig [Evade]
Claydol: Smack Down [Gliscor] (miss, -4 energy)
Gastrodon: Hail (-10 energy, weather changes to Hail for 4 Rounds)
Gliscor: Dig [Gastrodon] (11 damage, -9 energy, crit fails)

End of Action: Hail (Fidgit -2 HP, Gliscor -2 HP, Claydol -2 HP, Gastrodon -2 HP)

Action 2:

Fidgit: Encore [Gastrodon] (-10 energy, Gastrodon Encored for 2 Actions)
Gliscor: Sky Attack [Charge]
Claydol: Earth Power [Fidgit] (11 damage, -6 energy, crit fails, SpD drop fails)
Gastrodon: Hail (fails, -10 energy)
Gliscor: Sky Attack [Gastrodon] (17 damage, -9 energy, crit fails)

End of Action: Hail (Fidgit -2 HP, Gliscor -2 HP, Claydol -2 HP, Gastrodon -2 HP)

Action 3:

Fidgit: Taunt [Gastrodon] (-10 energy, Gastrodon Taunted for 6 Actions)
Gliscor: U-turn [Claydol] (15 damage, -5 energy, crit successful)
Claydol: Psychic [Fidgit] (12 damage, -6 energy, crit fails, SpD drop fails)
Gastrodon: Hail (fails, -10 energy)

End of Action: Hail (Fidgit -2 HP, Gliscor -2 HP, Claydol -2 HP, Gastrodon -2 HP)

End of Round: U-turn (Gliscor switched out for Torterra)

Gliscor: Dig [Gastrodon] | (8 [BAP] + 3 [STAB] + (3-3)*1.5 [STAT])*1 = 11 | RNG Roll [to-crit] (yes<625/10000) 966/10000 (no)

Claydol: Earth Power [Fidgit] (9 [BAP] + 3 [STAB] + (3-3)*1.5 [STAT] - 5 [Light Screen])*1.5 [TE] = 10.5 | RNG Roll [to-crit] (yes<625/10000) 8723/10000 (no) | RNG Roll [to-SpD drop] (yes<1000/10000) 2230/10000 (no)

Gliscor: Sky Attack [Gastrodon] (14 [BAP] + 3 [STAB] + (3-3)*1.5 [STAT])*1 = 17 | RNG Roll [to-crit] (yes<625/10000) 6099/10000 (no)

Gliscor: U-turn [Claydol] (7 [BAP] + 3 [CRIT] + (3-3)*1.5)*1 [STAT])*1.5 [TE] = 15 | RNG Roll [to-crit] (yes<625/10000) 344/10000 (yes)

Claydol: Psychic [Fidgit] ((6+4) [BAP] + 3 [STAB] + (3-3)*1.5 [STAT] - 5 [Light Screen])*1.5 [TE] = 12 | EN=5+(4/2)-1=6 | RNG Roll [to-crit] (yes<625/10000) 9211/10000 (no) | RNG Roll [to-SpD drop] (yes<1000/10000) 1300/10000 (no)

~ROUND 1 ENDS~

Poke: Gliscor
HP: 94
Energy: 77
Boosts: None
Other: None


Poke: Torterra | Fidgit
HP: 100 | 71
Energy: 100 | 72
Boosts: None | None
Other: None | None
Team Effects: Light Screen (4 Actions)

VS.

Poke: Gastrodon | Claydol
HP: 76 | 69
Energy: 70 | 84
Boosts: None | None
Other: Cannot be Encored (1 Action), Taunted (5 Actions) | None

Field Effects: Hail (3 Rounds)

IAR --> Deck Knight --> Korski
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Random was satisfied with how the round had panned out & he had AquaVelva where he wanted it. Time to get rid of this thing once & for all, I guess...Provided Bishop doesn't say no; Two Subs dosen't cover everything...

"Alright you two, excellent job! Utilitand, I want you to lock Bishop into attacking with Taunt, but if he tries to block it with Protect, then use Strength on AquaVelva, but don't chuck her, just strangle AquaVelva, holding him in place so AquaVelva cannot escape from Firmoise's attack through Dig or something similar, but if Bishop uses Psychic to say no, then Disable it. At this point, Firmoise, you're open to go for a Megaton Wood Hammer (Wood Hammer + Wood Hammer), but if AquaVelva goes for a Dig when Bishop isn't using Protect, then just use a regular Wood Hammer, pushing the Combo back if AquaVelva suspends Dig for one action, & using Seed Bomb next round if he doesn't. After all that, I just want Utilitand to Chill, then heal Firmoise, while Firmoise uses Seed Bomb A3. So much riding on one action..."

Firmoise: Wood Hammer + Wood Hammer (AquaVelva, Combo) > N/A > Seed Bomb (Bishop)
IF AquaVelva uses Dig A1 WHEN Bishop doesn't use Protect A1, AND AquaVelva suspends Dig by one Action, THEN Wood Hammer (AquaVelva) AND push the combo back by one action
IF AquaVelva uses Dig A1 WHEN Bishop doesn't use Protect A1, AND AquaVelva does not suspend Dig, THEN Wood Hammer (AquaVelva) > Wood Hammer (AquaVelva)


Utilitand: Taunt (Bishop) > Chill > Heal Pulse (Firmoise)
IF Bishop uses Protect A1, THEN Strength (AquaVelva, hold it in place & prevent it from Digging), AND push actions back by one.
IF Bishop uses Psychic A1, THEN Disable (Bishop's Psychic),
AND push actions back by one.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Alright, time to get this business done.

Aquavelva, that combo is a mite strong, eh. Good thing we're prepared.

Begin with Dig, and target Fidgit. While Firmoise is exposed, then blast both your foes with a massive Blizzard + Blizzard combo.

Bishop, begin by using Protect and casting it over Aquavelva while she Digs, which should push Fidgit off of her (Fidgit grips with Strength, Claydol's Protect pushes it off, Gastrodon Digs as normal). Firmoise should still be preparing his combination. Then blast Firmoise with successive Ice Beams.

Aquavelva: Dig (Fidgit) ~ Blizzard + Blizzard combo ~ cool down.

Bishop: Protect (stretch over Aquavelva and break Fidgit out of Strength) ~ Ice Beam (Firmoise) ~ Ice Beam (Firmoise)
 

Korski

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is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 2 BEGINS~

Poke: Gliscor
HP: 94
Energy: 77
Boosts: None
Other: None


Poke: Torterra | Fidgit
HP: 100 | 71
Energy: 100 | 72
Boosts: None | None
Other: None | None
Team Effects: Light Screen (4 Actions)

VS.

Poke: Gastrodon | Claydol
HP: 76 | 69
Energy: 70 | 84
Boosts: None | None
Other: Cannot be Encored (1 Action), Taunted (5 Actions) | None

Field Effects: Hail (3 Rounds)

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

Back in the thick of it, Utilitand grapples AquaVelva with its mighty Strength, but Bishop comes to its partner's defense and slides a Protective shield between the Arena floor and the opposing Fidgit as AquaVelva slips underground, breaking its hold! Firmoise whips up a wild Wood Hammer but slams into the ground with no target! Moments later, AquaVelva resurfaces for a Dig attack, unaware of the horror it just avoided! With their earlier strategy shot, Utilitand goes back to what it does best and Taunts Bishop! Bishop is unconcerned with Utilitand's hijinks and fires off an Ice Beam at Firmoise that does moderate damage through IAR's Light Screen! AquaVelva then unleashes an incredible Super Blizzard that does loads of damage, causing Utilitand to chill out while Bishop follows up with another Ice Beam! Firmoise finishes off the rush of Action with a Seed Bomb on Bishop as the Hailsotrm grashes back and forth across this epic battle of the Ground-type greats!

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

Action 1:

Fidgit: Strength [Gastrodon] (8 damage, -6 energy, crit fails, Gastrodon Grappled)
Claydol: Protect [Gastrodon] (-7 energy, Fidgit's Grapple Broken)
Gastrodon: Dig [Evade]
Torterra: Wood Hammer x2 Combo [Gastrodon] (miss, -51 energy)
Gastrodon: Dig [Fidgit] (14 damage, -9 energy, crit fails)

End of Action: Hail (Fidgit -2 HP, Claydol -2 HP, Torterra -2 HP, Gastrodon -2 HP)

Action 2:

Fidgit: Taunt [Claydol] (-10 energy, Claydol Taunted for 6 Actions)
Claydol: Ice Beam [Torterra] (11 damage, -7 energy, crit fails, Freeze fails)
Torterra: Cooldown
Gastrodon: Blizzard x2 Combo (37 damage [Torterra], 25 damage [Fidgit], -40 energy, crits fail, Freezes fail)

End of Action: Hail (Fidgit -2 HP, Claydol -2 HP, Torterra -2 HP, Gastrodon -2 HP)

Action 3:

Fidgit: Chill (+12 energy)
Claydol: Ice Beam [Torterra] (11 damage, -11 energy, crit fails, Freeze fails)
Torterra: Seed Bomb [Claydol] (17 damage, -5 energy, crit fails)
Gastrodon: Cooldown

End of Action: Hail (Fidgit -2 HP, Claydol -2 HP, Torterra -2 HP, Gastrodon -2 HP)

Fidgit: Strength [Gastrodon] (8 [BAP] + (3-3)*1.5 [STAT])*1 = 8 | RNG Roll [to-crit] (yes<625/10000) 7115/10000 (no)

Torterra: Wood Hammer x2 Combo [Gastrodon] | EN=7+7/2=10.5~11 ; (11+(11+4))*2 - 1 [STAB] = 51

Gastrodon: Dig [Fidgit] (8 [BAP] + 3 [STAB] + (3-3)*1.5 [STAT])*1.5 [TE] = 14.25~14 | RNG Roll [to-crit] (yes<625/10000) 5349/10000 (no)

Claydol: Ice Beam [Torterra] (10 [BAP] + (3-3)*1.5 [STAT] - 5 [Light Screen])*2.25 [TE] = 11.25~11 | RNG Rolls [to-crit] (yes<625/10000) 8122/10000 (no), 1336/10000 (no) | RNG Rolls [to-Freeze] (yes<1000/10000) 9209/10000 (no), 4618/10000 (no)

Gastrodon: Blizzard x2 Combo: BAP=12*2.25=27 (27*.75=20.25~20 per opponent) ; EN=(8+8+4))*2=40 | (20 [BAP] + (4-3)*1.5 [STAT] - 5 [Light Screen])*2.25 [TE] = 37.13~37 [Torterra] | (20 [BAP] + (4-3)*1.5 [STAT] - 5 [Light Screen])*1.5 [TE] = 24.75~25 [Fidgit] | RNG Roll [Torterra, to-crit] (yes<625/10000) 789/10000 (no) | RNG Roll [Fidgit, to-crit] (yes<625/10000) 2008/10000 (no) | RNG Roll [Torterra, to-Freeze] (yes<2000/10000) 7822/10000 (no) | RNG Roll [Fidgit, to-Freeze] (yes<2000/10000) 3509/10000 (no)

Torterra: Seed Bomb [Claydol] (8 [BAP] + 3 [STAB] + (5-5)*1.5 [STAT])*1.5 [TE] = 16.5~17 | RNG Roll [to-crit] (yes<625/10000) 980/10000 (no)

~ROUND 2 ENDS~

Poke: Gliscor
HP: 94
Energy: 77
Boosts: None
Other: None


Poke: Torterra | Fidgit
HP: 35 | 26
Energy: 44 | 44
Boosts: None | None
Other: None | None
Team Effects: Light Screen (1 Action)

VS.

Poke: Gastrodon | Claydol
HP: 62 | 46
Energy: 21 | 59
Boosts: None | None
Other: Taunted (2 Actions) | Taunted (4 Actions)

Field Effects: Hail (2 Rounds)

Deck Knight --> IAR --> Korski
 

Deck Knight

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Since I'm going first, I'll initiate a switch phase, and swap out Aquavelva for Will Powers (Steelix)

|
|
v

Nature: Brave
Sheer Force Active

Will you switch and forfeit turn advantage, or keep your Pokemon in, Its_A_Random?
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Keeping it safe, DK decides to switch out his Gastrodon...Right...

"He who is so bold to switch out, he shall show me what he can do with this advantage! Make your actions."

Counterswitch declined

 

Deck Knight

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EDIT: Updated

Alright Will Powers, time to show your foes what gave you your namesake.

Time to use this offense to our advantage. Lets return our friend's favor and begin with an assault that will finish off a foe. Or perhaps both of our foes.

Will Powers, begin Double-Edge + Ice Fang aimed at Firmoise to take it out of the match. Finish with a Sand Tomb aimed at Firmoise.
IF Utilitand uses Taunt action 1, redirect Double-Edge + Ice Fang to Utilitand, and follow through with actions. This substitution supercedes all other subs.
IF only Firmoise uses Protect on itself action 1, Earthquake + Earthquake combo ~ cool down ~ Sand Tomb (Firmoise)

IF Firmoise is KO'd, redirect attacks to Utilitand.

Bishop, we still have much work to do. Begin with Extrasensory on Firmoise to attempt a flinch, Then use Ice Beam on Utilitand and finish with Psychic on Utilitand.
IF both Firmoise and Utilitand use Protect action 1, use Zen Headbutt on Utilitand, then launch Psychic at Utilitand, and Ice Beam at Firmoise.
If only Firmoise uses Protect on itself action 1, Use Psychic on Fidgit, then follow up with Ice Beam followed by Rock Slide.

If Utilitand is KO'd, redirect attacks to Firmoise.

Will Powers:
Double-Edge + Ice Fang (Firmoise) ~ cool down ~ Sand Tomb (Firmoise)
IF Utilitand uses Reflect action 1, redirect Double-Edge + Ice Fang to Utilitand, and follow through with actions. This substitution supersedes all other subs.
IF only Firmoise uses Protect on itself action 1: Earthquake + Earthquake ~ cool down ~ Sand Tomb (Firmoise)
IF Firmoise is KO'd, redirect attacks to Utilitand.

Bishop:
Extrasensory (Firmoise) ~ Ice Beam (Utilitand) ~ Psychic (Utilitand)
IF only Firmoise uses Protect on itself action 1: Psychic (Fidgit) action 1, then Ice Beam (Firmoise) ~ Rock Slide
If Utilitand and Firmoise both use Protect action 1: Zen Headbutt (Fidgit) ~ Psychic (Fidgit) ~ Ice Beam (Firmoise)
IF Utilitand is KO'd, rediect attacks to Firmoise.
 

Its_A_Random

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Random knew what he had to do, & he had to do it...

"I'll have my Pokemon KOed on my terms, thank you..."

Firmoise: Protect > Wood Hammer + Crunch (Bishop) > N/A
IF the combo wouldn't work for whatever reason, THEN Seed Bomb + Seed Bomb (Bishop) A2
IF first sub triggered, AND you don't have enough energy to perform the combo, THEN Wood Hammer + Return (Bishop) A2

Utilitand: Substitute (15 HP) > Dig (Will Powers) > Earth Power (Will Powers)
IF Bishop is still alive after A2, THEN Strength (Bishop) A3
IF Both Utilitand AND Firmoise's first subs are triggered, but not Firmoise's second, THEN Me First (Bishop) A3

Also, yes, Protect works against Earthquake. Lastly, I reckon Wood Hammer + Crunch would work the same way that Double Edge + Ice Fang does...
 

Korski

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Originally Posted by Fat Referee Training Grounds
3. Don't ref illegal actions. If a player makes an action they're not allowed to make during a round, such as ordering a move they don't have or using a non-attacking move during Taunt, don't ref the round. Instead, let the player know that they need to make legal actions. Note that the posting of illegal actions doesn't reset DQ time- players still have to give legal orders within the timeframe in order to avoid disqualification. This also doesn't apply to substitutions- Illegal substitutions should be ignored, not reordered.
Alright, so, Deck Knight needs to reissue Actions because Claydol is Taunted and can't use Telekinesis. He has two days to do so to avoid being DQ'd (but really I'm not going to let anyone get DQ'd; it's a GL match, after all). After that, IAR should reissue Actions based on Deck Knight's new Actions. For the time being, IAR, please edit out your Actions, as they are now null.
 

Korski

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Pokemon should conceivably be able to use the same motion and body parts for each part of a combo in order to complete the combo, so both Ice Fang (mouth)/Double-edge (whole body) and Wood Hammer (limb)/Crunch (mouth) are pushing it, imo.

~ROUND 3 BEGINS~

Poke: Gliscor
HP: 94
Energy: 77
Boosts: None
Other: None


Poke: Torterra | Fidgit
HP: 35 | 26
Energy: 44 | 44
Boosts: None | None
Other: None | None
Team Effects: Light Screen (1 Action)

VS.

Poke: Gastrodon
HP: 62
Energy: 21
Boosts: None
Other: None

Poke: Steelix | Claydol
HP: 100 | 46
Energy: 100 | 59
Boosts: None | None
Other: None | Taunted (4 Actions)

Field Effects: Hail (2 Rounds)

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

Firmoise and Utilitand take a defensive stance with a Protect and a Substitute, respectively! Good thing, because Deck's team goes for all-out offense, starting with Bishop's Psychic attack that gets absorbed by Utilitand's Light Screen and Substitute and finishing with Will's Mega Earthquake Combo that unfortunately only finishes off Utilitand's Substitute and doesn't accomplish much else. Utilitand then burrows underground, once again foiling Bishop's plan of attack and causing it to miss with an Ice Beam! This is bad news for Bishop, for Firmoise conjures up an enormous Atomic Seed Bomb combo of its own that does huge damage before Utilitand comes back up underground for some ineffectual damage on Will Powers! Then Utilitand puts the final nail in the coffin for poor frustrated Bishop, who gets KO'd after a bizarre Me First turns its Psychic attempt right back at it! Finally, Will Powers traps Firmoise in a Sand Tomb, but both of IAR's Pokemon look tired!

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

Action 1:

Torterra: Protect (-11 energy)
Fidgit: Substitute [15 HP] (-15 HP, -12 energy)
Claydol: Psychic [Fidgit] (12 damage [Substitute], -6 energy)
Steelix: Earthquake x2 Combo (0 damage [Claydol], 3 damage [Substitute, Fidgit], 0 damage [Torterra], -35 energy, Fidgit's Substitute breaks)

End of Action: Hail (Fidgit -2 HP, Claydol -2 HP, Torterra -2 HP, Steelix -2 HP)

Action 2:

Fidgit: Dig [Evade]
Claydol: Ice Beam [Fidgit] (miss, -7 energy)
Torterra: Seed Bomb x2 Combo [Claydol] (35 damage, -31 energy, crit fails)
Steelix: Cooldown
Fidgit: Dig [Steelix] (6 damage, -9 energy, crit fails)

End of Action: Hail (Fidgit -2 HP, Claydol -2 HP, Torterra -2 HP, Steelix -2 HP)

Action 3:

Fidgit: Me First [Claydol, Psychic] (7 damage, -9 energy, KO)
Claydol: KO'd
Torterra: Cooldown
Steelix: Sand Tomb [Torterra] (5 damage, -3 energy, crit fails, Torterra trapped for 4 Actions)

End of Action: Hail (Fidgit -2 HP, Torterra -2 HP, Steelix -2 HP), Sand Tomb (Torterra -2 HP)

Torterra: Protect | EN=7+(13/3)=11.33~11

Claydol: Psychic [Fidgit] ((6+4) [BAP] + 3 [STAB] + (3-3)*1.5 [STAT] - 5 [Light Screen])*1.5 [TE] = 12 | EN=5 + 4/2 - 1 [STAB] = 6

Steelix: Earthquake x2 Combo | BAP=10*2.25=22.5~23 (23*.75=17.25~17 per opponent) | EN=(7+(7+4))*2 - 1 [STAB] = 35 | (17 [BAP] + 3 [STAB] + (4-4)*1.5 [STAT])*1.5 [TE] = 30 [Fidgit] | (17 [BAP] + 3 [STAB] + (4-4)*1.5 [STAT])*.67 [TE] = 13.4~13 [Torterra]

Torterra: Seed Bomb x2 Combo [Claydol] | BAP=8*2.25=18 | EN=(6+(6+4))*2 - 1 [STAB] = 31 | (18 [BAP] + 3 [STAB] + 2 [Overgrow] + (5-5)*1.5 [STAT])*1.5 [TE] = 34.5~35 | RNG Roll [to-crit] (yes<625/10000) 1856/10000 (no)

Fidgit: Dig [Steelix] (8 [BAP] + 3 [STAB] + (3-5)*1.5 [STAT] - 3 [STAT>5] - 1 [Sturdy])*1.5 [TE] = 6 | RNG Roll [to-crit] (yes<625/10000) 7009/10000 (no)

Fidgit: Me First [Claydol, Psychic] BAP=(6+5)*1.5=16.5~17 | EN=(5+(5/2)*1.25=9.38~9 | (17 [BAP] + (3-5)*1.5 [STAT])*.67 [TE] = 9.38~9

Steelix: Sand Tomb [Torterra] (4 [BAP] + 3 [STAB] + (4-4)*1.5 [STAT])*.67 [TE] = 4.69~5 | RNG Roll [to-crit] (yes<625/10000) 9917/10000 (no)

~ROUND 3 ENDS~

Poke: Gliscor
HP: 94
Energy: 77
Boosts: None
Other: None


Poke: Torterra | Fidgit
HP: 27 | 5
Energy: 2 | 14
Boosts: None | None
Other: Trapped [Sand Tomb] (4 Actions) | None
Team Effects: None

VS.

Poke: Gastrodon
HP: 62
Energy: 21
Boosts: None
Other: None

Poke: Steelix | Claydol
HP: 88 | 0
Energy: 65 | 46
Boosts: None | Done
Other: None | Gone

Field Effects: Hail (1 Round)

Deck Knight releases new Poke --> IAR issues Actions --> Deck Knight issues Actions --> Korski refs
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Alright Bishop, you fought valiantly. Time to wrap this all up.

I send out Rook! With Firmoise trapped in Sand Tomb, we have our foe right where we want him, heh.


Nature: Brave
 

Its_A_Random

A distant memory
is a Forum Moderator Alumnusis a Community Contributor Alumnus
Random looked around the arena, as his rival sent in a Torterra to match his own. He knew that while he had a slight advantage, he knew that it would soon all be turned around...Let's just cut to the chase...

"Alrightio, if we're going down, then we shall go down swinging. Utilitand, begin by making Will Powers lose focus on the Sand Tomb with a Comet Punch, even if he uses Protect (Since Will Powers will be focusing too much on keeping up the forcefield). Firmoise, I want you to use your last ounce of strength to throw in one final Wood Hammer on the opposing Torterra, now that you should be free...Yeah, just energy KO yourselves & let these final two mons in my possession do the rest..."

Firmoise: Wood Hammer (Rook) x3
(Once Only) IF Rook Protects successfully without transfer, THEN redirect your attack to Will Powers
IF First sub triggered AND Will Powers also Protects successfully without transfer, THEN Chill


Utilitand: Comet Punch (Will Powers) > Earth Power (Will Powers) x2

Yup...You heard me, I'm just going to "sack" these two & hope for the best...This is where the battle really begins.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
is a Forum Moderator Alumnusis a Top CAP Contributor Alumnusis a Top Smogon Media Contributor Alumnus
Well, if our opponent insists on making a sacrifice...

Rook, begin with Light Screen. Then use Rock Polish to massively increase your speed. Finish up with Stealth Rock to carve into your oncoming foes.

Will Powers, use Magnet Rise, followed by a Substitute (25 HP), then Chill.

Rook: Light Screen ~ Rock Polish ~ Stealth Rock

Will Powers: Magnet Rise ~ Substitute (25 HP) ~ Chill
 

Korski

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~ROUND 4 BEGINS~

Poke: Gliscor
HP: 94
Energy: 77
Boosts: None
Other: None


Poke: Torterra | Fidgit
HP: 27 | 5
Energy: 2 | 14
Boosts: None | None
Other: Trapped [Sand Tomb] (4 Actions) | None

VS.

Poke: Gastrodon
HP: 62
Energy: 21
Boosts: None
Other: None

Poke: Steelix | Torterra
HP: 88 | 100
Energy: 65 | 100
Boosts: None | None
Other: None | None

Field Effects: Hail (1 Round)

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

As IAR's 'mons wear themselves out, Deck Knight orders his Ground Pokes to set up for the high-octane finale to this epic battle!

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

Action 1:

Fidgit: Comet Punch [Steelix] (4 hits, 1 damage, -4 energy, crits fail, Steelix releases Torterra from sand Tomb)
Torterra (I): Wood Hammer [Torterra (D)] (4 damage, -2 energy, KO [energy])
Torterra (D): Light Screen (-8 energy, Light Screen active for 6 Actions)
Steelix: Magnet Rise (-6 energy, Magnet Rise for 6 Actions)

End of Action: Hail (Fidgit -2 HP, -2 HP, Torterra (D) -2 HP, Steelix -2 HP)

Action 2:

Fidgit: Earth Power [Steelix] (5 damage, -6 energy, crit fails, SpD drop fails)
Torterra (D): Rock Polish (-7 energy, +2 Spe)
Steelix: Substitute [25 HP] (-25 HP, -24 energy)

End of Action: Hail (Fidgit -2 HP, Torterra (D) -2 HP, Steelix -2 HP)

Action 3:

Fidgit: Earth Power [Steelix] (2 damage [Substitute], -4 energy, KO [energy])
Torterra (D): Stealth Rock (-12 energy, Stealth Rock up on IAR's side of field)
Steelix: Chill (+12 energy)

End of Action: Hail (Torterra (D) -2 HP, Steelix -2 HP)

Fidgit: Comet Punch [Steelix] RNG Roll [to-hit] (yes<9500/10000) 6009/10000 (yes) | RNG Roll [# hits] (2 hits<3750<3 hits<7500<4 hits<8750<5 hits<10000) 7538/10000 (4 hits) | ((2*4) [BAP] + (5-3)*1.5 [STAT] - 3 [STAT>5]) - 1 [Sturdy])*.67 [TE] = .67~1 | RNG Rolls [to-crit] (yes<625/10000) 770/10000 (no), 7898/10000 (no), 8413/10000 (no), 5643/10000 (no)

Torterra (I): Wood Hammer [Torterra (D)] (((10+7) [BAP] + 3 [STAB] + (5-4)*1.5 [STAT] + 2 [Overgrow])*1)*(2/11) [not enough energy] = 4.27~4 | EN=7+(7/2)=10.5~11 | RNG Roll [to-crit] (yes<625/10000) 2088/10000 (no)

Fidgit: Earth Power [Steelix] (9 [BAP] + 3 [STAB] + (3-3)*1.5 [STAT] - 3 [Magnet Rise] - 5 [Light Screen] - 1 [Sturdy])*1.5 [TE] = 4.5~5 [A2] | ((9 [BAP] + 3 [STAB] + (3-3)*1.5 [STAT] - 3 [Magnet Rise] - 5 [Light Screen] - 1 [Sturdy])*1.5 [TE])*(4/10) [not enough energy] = 1.8~2 | RNG Roll [to-crit] (yes<625/10000) 8410/10000 (no) | RNG Roll [to-SpD drop] (yes<1000/10000) 7227/10000 (no)

~ROUND 4 ENDS~

Poke: Gliscor
HP: 94
Energy: 77
Boosts: None
Other: None


Poke: Torterra | Fidgit
HP: 27 | 1
Energy: 0 | 0
Boosts: Done | Done
Other: Gone | Gone
Team Effects: Stealth Rock

VS.

Poke: Gastrodon
HP: 62
Energy: 21
Boosts: None
Other: None

Poke: Steelix | Torterra
HP: 51 | 90
Energy: 47 | 73
Boosts: None | +2 Spe
Other: Magnet Rise (4 Actions), Substitute (23 HP) | None
Team Effects: Light Screen (4 Actions)

Field Effects: None

IAR releases Capers the GLISCOR and Sleast the GASTRODON!

Deck Knight issues Actions --> IAR issues Actions --> Korski refs
 

Deck Knight

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Alright Rook, Will Powers, time to use our setup to its maximum advantage.

Sheer Force still active

Will Powers: it's time for a little entrapment. Begin with Twister + Sand Tomb, or as I like to call it: Earth Dragon Wind. Lets entrap both of our opponents in a flurry of sand tombs boosted by Draconic power! Not only will it entrap them, it will pummel both of their defenses at once. Finish up with Ice Fang (Gliscor).
IF Gliscor uses Sandstorm in a combination action 1, drop it down to earth with Rock Slide (while also striking our foe Gastrodon and disrupting counterattacks, then Taunt, and use Sand Tomb on action 3 to entrap Gastrodon and keep it from directing counterattacks to Torterra.

Rook: Time to wipe out Gastrodon with a heavy assault. Begin by hitting Gastrodon with Wood Hammer, then blast both of your foes with Razor Leaf + Leaf Storm!

If Sandstorm is used by either foe and Gliscor is not using Evasive Agility action 1, nullify Gliscor's abilities with Worry Seed and proceed with your actions.
If Gastrodon uses Dig on action 2, use Leech Seed on Gliscor, then Giga Drain Gastrodon.

Will Powers: Twister + Sand Tomb ~ cool down ~ Ice Fang (Gliscor)
IF Gliscor uses Sandstorm in a combination A1, Rock Slide ~ Taunt (Gliscor) ~ Sand Tomb (Gastrodon)

Rook: Wood Hammer (Gastrodon) ~ Razor Leaf + Leaf Storm ~ cool down
IF Sandstorm is used by either foe and Gliscor does not use Evasive Agility on action 1, Worry Seed (Gliscor) ~ Razor Leaf + Leaf Storm ~ cool down.
IF Gastrodon uses Dig Action 2, Leech Seed (Gliscor) ~ Wood Hammer (Gastrodon)
 

Its_A_Random

A distant memory
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From Bulbapedia: "Counter will hit the last opponent that dealt physical damage to the attacker"

Random felt rather pleased that he was attacking second, time to mount a comeback...

"So, If this is indeed correct, DK's assault would be over as soon as it began. By my understanding, Rook will outspeed Capers, & that's EXACTLY what I want. After that Wood Hammer comes & pulverises Sleast for ~50 Damage, I want Capers to Protect Sleast to ensure that Capers takes the full brunt of that wind & only he is trapped & not Sleast. At this point, Rook would be the last to deal Physical Damage to Sleast leaving it wide open to an almighty Counter from Sleast which will finish that pesky Torterra off, leaving an exhausted Will Powers to fend for himself. With Rook out of the equation, now comes the fun part where we get to energy-lock Will Powers & ensure that his fate is sealed. Capers, you might be trapped, but you can still Taunt the Steelix to energy-lock it, while Sleast goes ahead & recovers himself after that attack. Sleast, I then want you to simply chill out, & Capers counters that Substitute after taking that Ice Fang, also piercing that draconic wind in the process!"

Capers: Protect (Sleast, preventing him from being hit by the Draconic Wind combo) > Taunt (Will Powers) > Counter (Last Pokemon to hit you with a Physical attack, i.e. Will Powers)

Sleast: Counter (Last Pokemon to hit you with a Physical attack, i.e. Rook) > Recover > Chill
IF Rook is still alive after A1, THEN Ice Beam (Rook) A2, just to make sure he goes down without doing anything else...
 

Korski

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~ROUND 5 BEGINS~

Poke: Gliscor | Gastrodon
HP: 94 | 110
Energy: 77 | 100
Boosts: None | None
Other: None | None
Team Effects: Stealth Rock

VS.

Poke: Gastrodon
HP: 62
Energy: 21
Boosts: None
Other: None

Poke: Steelix | Torterra
HP: 51 | 90
Energy: 47 | 73
Boosts: None | +2 Spe
Other: Magnet Rise (4 Actions), Substitute (23 HP) | None
Team Effects: Light Screen (4 Actions)

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

Its_A_Random releases his final two Pokemon, Sleast and Capers from earlier, to try and finish off Deck Knight's 'mons and win the battle! As they get smacked by the Stealth Rock trap laid on their side of the field, Rook slams forward with a speedy Wood Hammer that devastates poor Sleast! Capers, a moment too late, throws up a Protective shield around Sleast, which at least blocks Will's incoming Earth Dragon Wind attack, allowing Sleast to perform a devastating Counter-attack on Rook that completely Knocks it Out! Wow! Capers, trapped in Will's Tomb, still manages to Taunt the metal behemoth while its partner Recovers off some health from that huge blow and Chills to regain its energy! Then Will lashes out for an Ice Fang and connects, but Capers was ready and performs its own Counter-strike, leaving Will in slightly worse condition! It's all coming down to the wire now! The final Round is surely coming up soon!

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

Before Round: Stealth Rock (Gliscor -12 HP, Gastrodon -9 HP)

Action 1:

Torterra: Wood Hammer [Gastrodon] (52 damage, -17 HP, -10 energy, crit fails)
Gliscor: Protect [Gastrodon] (-10 energy)
Steelix: Twister/Sand Tomb Combo (5 damage [Gliscor], 0 damage [Gastrodon], -11 energy, crit fails, Gliscor trapped for 4 Actions)
Gastrodon: Counter [Torterra] (73 damage, -32 energy, KO)

End of Action: Twister/Sand Tomb Combo (Gliscor -2 HP)

Action 2:

Gliscor: Taunt [Steelix] (-10 energy, Steelix Taunted for 6 Actions)
Gastrodon: Recover (+20 HP, -13 energy)
Steelix: Cooldown

End of Action: Twister/Sand Tomb Combo (Gliscor -2 HP)

Action 3:

Gastrodon: Chill (+12 energy)
Steelix: Ice Fang [Gliscor] (15 damage, -7 energy, crit fails, Freeze fails, flinch fails)
Gliscor: Counter [Steelix] (23 damage [Substitute], -14 energy)

End of Action: Twister/Sand Tomb Combo (Gliscor -2 HP)

Torterra: Wood Hammer [Gastrodon] ((10+7) [BAP] + 3 [STAB] + (5-3)*1.5 [STAT])*2.25 [TE] = 51.75~52 | Recoil=52(.33)=17.16~17 | EN=7+(7/2) - 1 [STAB] =9.5~10 | RNG Roll [to-crit] (yes<625/10000) 8966/10000 (no)

Gliscor: Protect [Gastrodon] EN=7+(9/3)=10

Steelix: Twister/Sand Tomb Combo | BAP=4+4=8 (8/2=4 per defense) (4*.75=3 damage per opponent per defense) (+2 HP/Action) | EN=(3+4)*1.5=10.5~11 | Typing=Dragon | Acc=(.85+1)/2=.925 [Gliscor] ; (.85+1)/2+.1=>1 [Gastrodon] | (3 [BAP] + (4-5)*1.5 [STAT] - 1 [STAT>5] + 2 [Sheer Force])*1 = 2.5~3 + (3 [BAP] + (2-3)*1.5 [STAT] + 2 [Sheer Force])*1 = 4.5~5 [Gliscor] | (3 [BAP] + (4-3)*1.5 [STAT] + 2 [Sheer Force])*1 = 6.5~7 + (3 [BAP] + (2-3)*1.5 [STAT] + 2 [Sheer Force])*1 = 8.5~9 [Gastrodon] | RNG Roll [to-hit, Gliscor] (yes<9250/10000) 6983/10000 (yes) | RNG Roll [to-crit, Gliscor] (yes<625/10000) 3969/10000 (no)

Gastrodon: Counter [Torterra] 52(1.5)=78 | EN=6+(78/3)=32

Steelix: Ice Fang [Gliscor] (7 [BAP] + (4-5)*1.5 [STAT] - 1 [STAT>5] + 2 [Sheer Force])*2.25 [TE] = 14.63~15 | RNG Roll [to-hit] (yes<9500/10000) 5701/10000 (yes) | RNG Roll [to-crit] (yes<625/10000) 4203/10000 (no)

Gliscor: Counter [Steelix] 15(1.5)=22.5~23 | EN=6+(23/3)=13.67~14

~ROUND 5 ENDS~

Poke: Gliscor | Gastrodon
HP: 56 | 69
Energy: 43 | 67
Boosts: None | None
Other: Trapped (2 Actions) | None
Team Effects: Stealth Rock

VS.

Poke: Gastrodon
HP: 62
Energy: 21
Boosts: None
Other: None

Poke: Steelix | Torterra
HP: 51 | 0
Energy: 29 | 63
Boosts: None | Done
Other: Magnet Rise (1 Action), Substitute (2 HP), Taunted (4 Actions) | Gone
Team Effects: Light Screen (1 Action)

Deck Knight releases AquaVelva the GASTRODON!

IAR --> Deck Knight --> Korski
 

Its_A_Random

A distant memory
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This was excellent. Not only did Random have a HP advantage, but he also had an Energy Advantage. He was within striking distance of victory, & honestly, there was not much DK could now now...Except RP...And even that wasn't going to help stop an energy lock...Probably...

"Okay you two, it's time to wrap this match up. Capers, cut to the chase & apply the Taunt-Energy-Lock to our new foe. Sleast, I want you to annoy our foes with the Sandstorm we crave. Next action, even with the draconic wind trap, it will still not stop Capers from resting up his body for the damage he will probably take (Funniest thing being that Will Powers probably couldn't use Bind on Capers because of the trap potentially repelling any chance of Will Powers getting near Capers...Probably), as Sleast also plays the healing game, which will go uninterrupted thanks to our foes only attacking! Lastly, hopefully, the wind will be gone & I want Capers to burrow his way underground & strike Will Powers, convenient since combos don't work A3, & it should also free us of a Sand Tomb trap, should Will Powers abuse our rest time! Lastly, I want Sleast to Chill out. For Subs, Capers, If AquaVelva does the obvious Protect on the Taunt on herself, then switch A1 & A2 around! If your Dig would fail for whatever reason (Whether it be through some crazy trapping RP or not), then just Chill! Sleast, If Will Powers decides to blow up on an action where you are not using recover, then swap that action with the action you are meant to recover! Also, if AquaVelva uses Ice Beam while you are not Sand-Tomb Trapped when Steelix decides not to blow up, then use String Shot on AquaVelva to shut her mouth tight! With our adversaries battered, bruised, & incredibly tired, it will be virtually impossible to shave off 130 HP with only 50 Energy! Victory could be ours!"

Capers: Taunt (AquaVelva) > Roost > Dig (Will Powers)
IF AquaVelva uses Protect successfully without transfer A1, THEN swap A1 & A2

IF Dig would fail for whatever reason THEN replace A3 with Chill

Sleast: Sandstorm > Recover > Chill
IF Will Powers would use Explosion (Combo or not) successfully when you are not using Recover, THEN swap the appropriate action with the Action you are supposed to use Recover
(Once Only) IF AquaVelva would use Ice Beam (Combo or not) successfully when Will Powers is not using Explosion, AND you are not Sand-Tomb trapped, THEN String Shot (AquaVelva's Mouth, Muzzle it, so it cannot use attacks like Ice Beam/Blizzard & the like), AND push actions back


(Potentially) GG DK. Not exactly the best thing I could do, but hey, looks like you will run out of energy first...Maybe...
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Might as well take a chance, considering how much I hate Sand Veil hax, and it lost my last match with IAR.

Aquavelva, begin by finishing Capers off with a double Ice Beam combination. Between it and Will Power's trap, Capers will be finished, provided we hit. If not, well, like sucks, right? Using the combo will exhaust your energy, but we're not going down without a fight. Should you for some reason still have energy, use Earth Power on Sleast as a parting gift.

Will Powers, assist Gastrodon by burning up Sleast's String Shot with Fire Fang, which will occur after Sleasts move but before Aquavelva can finish the combo. Then we'll direct our efforts to Sleast with low energy attacks. Use Sand Tomb followed by Rock Tomb to lower its speed and prepare for the next round.

Aquavelva: Ice Beam + Ice Beam combination (Capers) ~ cool down ~ Earth Power (Sleast)

Will Powers: Fire Fang (remove String Shot from Sleast so it can execute Ice Beam combo) ~ Sand Tomb (Sleast) ~ Rock Tomb (Sleast).


It might be over, but don't count me out just yet IAR.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 6 BEGINS~

Poke: Gliscor | Gastrodon (I)
HP: 56 | 69
Energy: 43 | 67
Boosts: None | None
Other: Trapped (2 Actions) | None
Team Effects: Stealth Rock

VS.

Poke: Steelix | Gastrodon (D)
HP: 51 | 62
Energy: 29 | 21
Boosts: None | None
Other: Magnet Rise (1 Action), Substitute (2 HP), Taunted (4 Actions) | None
Team Effects: Light Screen (1 Action)

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

Capers flies up and Taunts AquaVelva while its partner shoots a String Shot at the same target! Will Powers senses a threat from Sleast's attack that it snatches the silky strands out of the air and fries them to a crisp with a Fire Fang! This leaves an opening for AquaVelva to unleash a particularly Focused Ice Beam that does massive damage to Capers, but Knocks itself Out in the process! Oh no! Gliscor isn't safe, though, and gets finished off by Will's earlier combo! Sleast, on its lonesome, sets up a Sandstorm and Will takes some of that sand to create a Sand Tomb around Sleast, trapping it in place! Finally, Sleast Recovers back more damage, and Will once again goes on the offensive with a Rock Tomb, trapping Sleast even more beneath a pile of rocks and sand! This match is drawing to a close, so exciting!

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

Action 1:

Gliscor: Taunt [Gastrodon (D)] (-10 energy, Gastrodon (D) Taunted for 6 Actions)
Gastrodon (I): String Shot [Gastrodon (D)] (-5 energy)
Steelix: Fire Fang [String Shot] (-5 energy, String Shot nullified)
Gastrodon (D): Ice Beam x2 Combo [Gliscor] (55 damage, -21 energy, crit fails, KO [energy])

End of Action: Twister/Sand Tomb Combo (Gliscor -1 HP, KO)

Action 2:

Gastrodon (I): Sandstorm (-10 energy, weather changes to Sandstorm for 4 Rounds)
Steelix: Sand Tomb [Gastrodon] (9 damage, -3 energy, crit fails, Gastrodon (I) trapped for 4 Actions)

End of Action: Sand Tomb (Gastrodon (I) -2 HP)

Action 3:

Gastrodon (I): Recover (+20 HP, -13 energy, 2/2 Recoveries)
Steelix: Rock Tomb [Gastrodon] (4 damage, -4 energy, crit fails, Gastrodon (I) -1 Spe)

End of Action: Sand Tomb (Gastrodon (I) -2 HP)

Gastrodon (D): Ice Beam x2 Combo [Gliscor] | BAP=10*2.25=22.5~23 | (23 [BAP] + (4-3)*1.5 [STAT])*2.25 [TE] = 55.12~55 | EN=(7+(7+4))*2=36 | RNG Roll [to-crit] (yes<625/10000) 3277/10000 (no)

Steelix: Sand Tomb [Gastrodon] (4 [BAP] + 3 [STAB] + (4-3)*1.5 [STAT])*1 = 8.5~9 | RNG Roll [to-hit] (yes<9500/10000) 4508/10000 (yes) | RNG Roll [to-crit] (yes<625/10000) 7813/10000 (no)

Gastrodon (I): Recover | EN=(110/10)+2=13

Steelix: Rock Tomb [Gastrodon] (5 [BAP] + (4-3)*1.5 [STAT])*.67 [TE] = 4.36~4 | RNG Roll [to-hit] (yes<9000/10000) 4302/10000 (yes) | RNG Roll [to-crit] (yes<625/10000) 9765/10000 (no)

~ROUND 6 ENDS~

Poke: Gliscor | Gastrodon (I)
HP: 0 | 65
Energy: 33 | 39
Boosts: Done | -1 Spe
Other: Gone | Trapped (2 Actions)
Team Effects: Stealth Rock

VS.

Poke: Steelix | Gastrodon (D)
HP: 51 | 62
Energy: 17 | 0
Boosts: None | Done
Other: Substitute (2 HP), Taunted (1 Action) | Gone
Team Effects: None

Field Effects: Sandstorm (3 Rounds)

Deck Knight --> IAR --> Korski
 

Deck Knight

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Wait, when did we decide the penalty for using a combo that exceeds EC was a reduction in damage? Last I remember the decision was that a combo couldn't be executed if the mon could not afford the base cost of the combination. (In this case IB + IB being 7 + 11 or 18)
 
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