Galladiator vs Dummy007 (3v3 Singles)

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Challenge and Arena:

3v3 Singles (basic stages only, please)
3 day DQ (battlers)/5 day DQ (ref)
No Recovers, Five Chills per Pokemon
Arena: Google Chrome Logo OF DEATH!!!

Chrome-logo-2011-03-16.jpg


Yeah, it's the logo for Google's lightning-fast web browser, but with a twist: each colored section is inhabited by its own set of Pokemon! At the end of each round, there is a 20% chance that a Pokemon will attack one of the combatants in that zone with a random move in its movepool. All Trainer Pokemon always spawn in the blue area.

Yellow section Pokemon:
Pichu (50% chance)
Sandshrew (30% chance)
Jolteon (10% chance)
Galvantula (5% chance)
Electivire (4% chance)
Raikou (1% chance)

Red section Pokemon:
Pansear (50% chance)
Charmander (30% chance)
Pawniard (10% chance)
Charizard (5% chance)
Scizor (4% chance)
Ho-oh (1% chance)

Green section Pokemon:
Budew (50% chance)
Axew (30% chance)
Larvitar (10% chance)
Scyther (5% chance)
Reuniclus (4% chance)
Celebi (1% chance)

Blue center Pokemon:
Woobat (50% chance)
Shinx (30% chance)
Gabite (10% chance)
Metang (5% chance)
Hydreigon (4% chance)
Suicune (1% chance)

(Note to ref: For all wild Pokemon, assume a neutral nature.)

^Accepting Galladiator's challenge.

Switch = KO
No items
All abilities

Galladiator's Team:
totodile.png


Totodile (*) [Irwin] (M)
Nature: Jolly (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 Special Attack)
Type:
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).

Abilities:
Torrent: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)
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: 90
Atk: ***
Def: ***
SpA: * (-)
SpD: **
Spe: 50 (+)

EC: 2/9
MC: 1
DC: 3/5

Moves:
Scratch (*)
Leer (*)
Water Gun (*)
Rage (*)
Bite (*)
Scary Face (*)
Ice Fang (*)
Flail (*)
Crunch

Aqua Jet (*)
Dragon Dance (*)
Ice Punch (*)

Waterfall (*)
Shadow Claw (*)
Return (*)

Spr_5b_403_m.png


Shinx [Carlos] (M)

Nature: Jolly (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 Special Attack)

Type:
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Abilities:
Rivalry: (Innate) This Pokemon has a primal response to competition and mating, increasing the power of all its attacks by two (2) when it attscks an opponent of the same gender in the same Egg Group, and decreasing the power of all its attacks by two (2) when it faces an opponent of the opposite gender in the same Egg Group (Monster/Ground are used for Nidorina/Nidoqueen).
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.
Guts (DW): (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.

Stats:
HP: 90
Atk: ***
Def: **
SpA: * (-)
SpD: **
Spe: 52 (+)

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

Moves:
Tackle
Leer
Charge
Spark
Bite
Roar
Swagger

Ice Fang
Thunder Fang
Take Down

Wild Charge
Return
Double Team

Spr_5b_280.png


Ralts [Sarah] (F)
Nature: Modest (Adds * to Sp. Atk, subtracts * from Attack)
Type:
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 attacks regardless of weight difference, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Trace: (Can be Activated) This Pokemon can copy an abbott of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Telepathy (DW): (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

HP: 90
Atk: * (-1) (-)
Def: *
SpA: *** (+)
SpD: **
Spe: 40

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

Moves:
Growl
Confusion
Double Team
Teleport
Lucky Chant
Magical Leaf
Heal Pulse

Confuse Ray
Will-o-Wisp
Disable

Psychic
Shadow Ball
Thunderbolt


Dummy007's Team:
Spr_5b_371.png

Bagon(*) [Malfoy] (M)
Nature: Rash (Adds * to Special Attack; Subtracts * From Special Defense)
Typing: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1). (Dragonite line can breathe underwater.)

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

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

Attacks:
Rage(*)
Bite(*)
Leer(*)
Headbutt(*)
Focus Energy(*)
Ember(*)

Dragon Dance(*)
Dragon Pulse(*)
Hydro Pump(*)

Brick Break(*)
Fire Blast(*)
Rock Slide(*)



coloshale3.png

Colloshale(*) [Neville] (M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Typing: Dark/Water
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Revenge and Vengeance have Energy Cost reduced by one (1).
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Ice Moves have Energy Cost reduced by one (1).

Abilities:
Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.
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.
Heat Rampage (DW): (Innate) This Pokemon's Body can harness the heat from a burn into internal energy, fueling its mental capabilities. When Burned, the Pokemon's special attacks do two (2) more damage.

Stats:
HP: 100
Atk: **
Def: *(-)
SpA: ****(+)
SpD: ***
Spe: 85

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

Attacks:
Leer(*)
Tackle(*)
Mud Shot(*)
Rapid Spin(*)
Bubblebeam(*)
Mud Bomb(*)
Pursuit(*)

Sucker Punch(*)
Earth Power(*)
Water Spout(*)

Earthquake(*)
Payback(*)
U-Turn(*)


Spr_5b_636.png

Larvesta(*) [Harry] (M)
Nature: Mild (Adds * to Special Attack; Subtracts * From Defense)
Typing: Bug/Fire
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).
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:
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.
Swarm (DW): (Can Be Enabled) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

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

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

Attacks:
Ember(*)
String Shot(*)
Leech Life(*)
Take Down(*)

Magnet Rise(*)
Morning Sun(*)
Zen Headbutt(*)

Sunny Day(*)
SolarBeam(*)
Flamethrower(*)

Procedure:
1. Galladiator will send out his Pokemon.
2. Dummy007 will send out his Pokemon and give his orders for the first round.
3. Galladiator will give his orders for the first round.
4. I will perform calculations, ref non-textbook situations, and post an update.
5. Dummy007 will send out a Pokemon if his was KO'd last round.
6. Galladiator will send out a Pokemon if his was KO'd last round; he will then give his orders for the second round.
7. Dummy007 will give orders for the second round.
8. I will perform calculations, ref non-textbook situations, and post an update.
9. Steps 5-9 will be repeated each round, with one taking the position of the other with the passing of each round.
10. Once all of one team's Pokemon have been KO'd, I will award counters to the players and myself.


There existed a bizarre platform: a vortex of red, yellow, and green surrounded a bubble of blue, with three smaller platforms forming an isosceles trinangle. Three men stood within the bubble of blue; two Trainers sizing each other up, and one Referee carrying blue and red flags. The referee motioned for the other two to step back onto floating platforms on the edges of the first, which he did as well.

"Galladiator, select your first Pokemon, and let the battle begin!"
 
Hmm...I'll go with Malfoy!
Spr_5b_371.png

All right, let's kick things off with a Dragon Dance! Follow that up with Rock Slide and finish with your mighty Brick Break!

Summary:
Dragon Dance -> Rock Slide -> Brick Break
 
All right, Carlos! Here's what you're going to do! Start off with an Ice Fang to make sure that dragon knows what he's dealing with! Next, Roar at it to negate those Dragon Dance boosts! Then put all you've got into a Wild Charge!

Recap:
Ice Fang...Roar...Wild Charge
 
Before Round 1:

Malfoy the Bagon [Dummy007]
Spr_5b_371.png

HP: 90
Energy: 100
Atk: ***
Def: **
SAtk: *** (+)
SDef: * (-)
Spd: 50
Status Conditions: None
Boosts/Drops: None


Carlos the Shinx [Galladiator]
Spr_5b_403_m.png

HP: 90
Atk: ***
Def: **
SAtk: * (-)
SDef: **
Spd: 52 (45*1.15)



The round begins with two powerful Pokemon squaring off: Carlos, Galladiator's Shinx and Malfoy, Dummy007's Bagon. The first move (or, rather, not-move) of the match was Carlos not using Intimidate. Since Galladiator didn't command it, Carlos couldn't lower the opposing Bagon's Atk. Regardless of the lack of Intimidate, Carlos proceeded on with his first attack: Ice Fang. Malfoy, damaged though he was, still managed to pull off a Dragon Dance to boost his Attack and Speed.
The second round began with Malfoy's newfound speed and power being put to good use. He managed to get the jump on Carlos, using Rock Slide to deal a respectable chunk of damage. However, Carlos was quick to respond, and launched a Roar that nulled last round's Dragon Dance and knocked Malfoy into the Red zone.
Carlos took the initiative yielded by Malfoy's reduction to normal status, and launched a Wild Charge that nearly knocked him off of the platform. However, while Carlos was shaking off the recoil, Malfoy regained his composure and threw an impressive Brick Break.
The referee signaled for both Pokemon to halt.
"That's enough for this round!" he said. "I'll update you on how your Pokemon are doing, and you can resume battle!"


After Round 1:

Malfoy the Bagon [Dummy007]
Spr_5b_371.png

HP: 70
Energy: 81
Atk: ***
Def: **
SAtk: *** (+)
SDef: * (-)
Spd: 50
Status Conditions: None
Boosts/Drops: None



Carlos the Shinx [Galladiator]
Spr_5b_403_m.png

HP: 67
Energy: 81
Atk: ***
Def: **
SAtk: * (-)
SDef: **
Spd: 52 (45 + 7)


Current Locations:
Malfoy: Edge of Red
Carlos: Inner Part of Red

- Carlos's Ice Fang: 13 DMG, 5 Energy
- Malfoy's Dragon Dance: +1 stage Atk, +1 stage Spd, 7 Energy
- Malfoy's Rock Slide: 11 DMG, 6 Energy
- Carlos's Roar: Malfoy's stats reset, Malfoy knocked into Red territory, 7 Energy
- Carlos's Wild Charge: 7 DMG, 2 recoil, enters red area
- Malfoy's Brick Break: 10 DMG
 
Goddammit, completely forgot about Intimidate...

You're doing great, Carlos! Now use Double Team to make 3 clones of yourself! Next, hit Bagon from behind with another Ice Fang! Finish the round with another Wild Charge! But if it uses Dragon Dance again, replace your next action with Roar! We don't want to give that thing any free boosts!

Recap:
Double Team (3 clones)...Ice Fang (preferably from behind)...Wild Charge
If it uses Dragon Dance, replace next action with Roar
 
You're slower, Malfoy, so use Focus Energy as it Double Teams. Use Sheer Force-boosted Rock Slide to hit all three clones (if possible, otherwise pick one and hope it works). Close up with a Sheer Force-boosted Fire Blast to take a chunk out of its HP.

Summary:
Focus Energy -> Sheer Force + Rock Slide -> Sheer Force + Fire Blast
 
Dummy007, you can't use Sheer Force until you unlock the ability with 5 DW counters, which Malfoy clearly does not have.

Update coming around 9:30 PM PST; I have to eat, shower, and do a LOT of studying before I can commit much time to Pokemon.
 
Before Round 2:

Malfoy the Bagon [Dummy007]
Spr_5b_371.png

HP: 70
Energy: 81
Atk: ***
Def: **
SAtk: *** (+)
SDef: * (-)
Spd: 50
Status Conditions: None
Boosts/Drops: None



Carlos the Shinx [Galladiator]
Spr_5b_403_m.png

HP: 67
Energy: 81
Atk: ***
Def: **
SAtk: * (-)
SDef: **
Spd: 52 (45 + 7)


Current Locations:
Malfoy: Edge of Red
Carlos: Inner Part of Red


At the beginning of Round 2, Malfoy was at a slight advantage. The battle began with Carlos using Double Team, boosting his Evasion and creating clones of himself. Malfoy, in turn, used Focus Energy, boosting his chance of landing a Critical Hit.
Carlos was quick to capitalize on his multiple Double Teams; he used Ice Fang on Bagon, hitting him in the side and knocking him into the Yellow section. Malfoy tried to respond with a Rock Slide, but the only target hit was a clone, which faded away...
Carlos's final move of the round was a Wild Charge, which dealt negligible damage and even smaller recoil, bringing him and his clones into the Yellow section with Malfoy. He responded with a ferocious Fire Blast, which looked like the most powerful hit of this round.
No interference from the wild Pokemon this round...
"All right, Trainers, that's enough! Once I let you know how your Pokemon are doing, Dummy007 has the pleasure of moving next!"

After Round 2:
Malfoy the Bagon [Dummy007]
Spr_5b_371.png

HP: 50
Energy: 62
Atk: ***
Def: **
SAtk: *** (+)
SDef: * (-)
Spd: 50
Status Conditions: None
Boosts/Drops: +1 Critical Hit Stage (4 Actions)


Carlos the Shinx [Galladiator]
Spr_5b_403_m.png

HP: 51
Energy: 57
Atk: ***
Def: **
SAtk: * (-)
SDef: **
Spd: 52 (45 + 7)
Status Condtions: None
Boosts/Drops: None

Current Locations:
Carlos: Inner Edge of Yellow
Malfoy: Center of Yellow

- Carlos used Double Team (3 clones), 12 Energy
- Malfoy used Focus Energy; Critical Hit +1 Stage. 5 Energy
- Carlos used Ice Fang, knocking Malfoy into the center of the Yellow Zone. 13 Damage, 5 Energy
- Malfoy used Rock Slide, wipes out clones, misses Carlos. 6 Energy
- Carlos used Wild Charge, hit, brought Carlos into Yellow Zone. 7 Damage, 2 Recoil, 7 Energy
- Malfoy uses Fire Blast, hit. 14 DMG, 8 Energy
 
All right, Malfoy, let's show 'em what we've got. Nuke that electric...furry woodland creature(?)...with Dragon Pulse. Lower its morale with Leer, and close with your might(hiteverysooften)y Rock Slide.

Summary:
Dragon Pulse -> Leer -> Rock Slide

EDIT: Okay, it's a lion cub. I was not thinking straight when I made this post. SIMBAAAAAAAA
 
that electric...furry woodland creature(?)...

It's a lion cub, of course.

Well done, Carlos! Now create another 2 clones using Double Team! Next, when it Leers at you, Leer right back! Finish the round with another strong Ice Fang!

Recap:
Double Team (2 clones)...Leer...Ice Fang
 
No time to ref tonight; I have to get lots of sleep for my AP Euro exam tomorrow. I'll take care of the reffing tomorrow.

Also, I'm getting the notion that Double Team is broken out the rear. Prolly shouldn't have the evasion boost AND the clones tbh.


EDIT: Just found out about the new rules implemented; I'll use them when calculating from Round 2 onward.

DOUBLE EDIT: Lets' ref this thing.

Before Round 3:
Malfoy the Bagon [Dummy007]
Spr_5b_371.png

HP: 50
Energy: 62
Atk: ***
Def: **
SAtk: *** (+)
SDef: * (-)
Spd: 50
Status Conditions: None
Boosts/Drops: +1 Critical Hit Stage (4 Actions)


Carlos the Shinx [Galladiator]
Spr_5b_403_m.png

HP: 51
Energy: 57
Atk: ***
Def: **
SAtk: * (-)
SDef: **
Spd: 52 (45 + 7)
Status Condtions: None
Boosts/Drops: None
Current Locations:
Carlos: Inner Edge of Yellow
Malfoy: Center of Yellow


The battle was heating up, with both Pokemon sustaining damage and losing energy. It was impossible to determine an advantage, but perhaps that could change in the third round. The first action of said round was a Double Team from Carlos, which left three images of him flanking Malfoy from the left, right, and center. Which one is real? Malfoy fired at the clone on the right with a Dragon Pulse; it disappeared into vapor, revealing that it was in fact a double.
The second action also began to Carlos's advantage; an intimidating Leer to lower Malfoy's defense. However, Malfoy was wise to the clones; it used Leer, hitting both the clone and the real Pokemon, whichever it was.
The third action was the first in which the two parties collided; Carlos used a devastating Ice Fang to deal impressive damage to Malfoy. However, Malfoy was certainly not helpless; his Rock Slide wiped out the remaining clone and inflicted respectable damage on Carlos. With no wild interference yet, the battle seemed as if it would remain as the near-stalemate it began as...

After Round 3:
Malfoy the Bagon [Dummy007]
Spr_5b_371.png

HP: 36
Energy: 46
Atk: ***
Def: **
SAtk: *** (+)
SDef: * (-)
Spd: 50
Status Conditions: None
Boosts/Drops: +1 Critical Hit Stage (1 Action); -1 Defense


Carlos the Shinx [Galladiator]
Spr_5b_403_m.png

HP: 40
Energy: 40
Atk: ***
Def: **
SAtk: * (-)
SDef: **
Spd: 52 (45 + 7)
Status Condtions: None
Boosts/Drops: -1 stage Defense

Current Locations:
Carlos: Inner Edge of Yellow
Malfoy: Center of Yellow

- Carlos used Double Team (2 clones). 8 Energy
- Malfoy used Dragon Pulse (hit clone on right). 7 Energy
- Carlos used Leer (hit). 4 Energy
- Malfoy used Leer (multi-hit). 4 Energy
- Carlos used Ice Fang (hit). 14 DMG, 5 Energy
- Malfoy used Rock Slide (multi-hit). Clone destroyed, 11 DMG, 6 Energy
- No interference on either side
 
Slide some rocks on it, then go break a brick on its face, and close by checking your pulse, since you're a dragon and all.

Summary:
Rock Slide -> Brick Break -> Dragon Pulse
 
Before Round 4:
Malfoy the Bagon [Dummy007]
Spr_5b_371.png

HP: 36
Energy: 46
Atk: ***
Def: **
SAtk: *** (+)
SDef: * (-)
Spd: 50
Status Conditions: None
Boosts/Drops: +1 Critical Hit Stage (1 Action); -1 Defense


Carlos the Shinx [Galladiator]
Spr_5b_403_m.png

HP: 40
Energy: 40
Atk: ***
Def: **
SAtk: * (-)
SDef: **
Spd: 52 (45 + 7)
Status Condtions: None
Boosts/Drops: -1 stage Defense

Current Locations:
Carlos: Inner Edge of Yellow
Malfoy: Center of Yellow


The battle was still shifting back and forth, with no dominating party appearing. However, in an attempt to break this rhythym, Carlos opened with a powerful Ice Fang, and Malfoy flinched... until HIS HEAD FROZE! It was clearly apparent that he couldn't use oral attacks and would have trouble with mobility from here on out.
Carlos used his second action on a Leer, which further weakened Malfoy's deteriorating Defense. Malfoy, frozen though he was, managed to retaliate with a Brick Break... although it hit, it took more energy than normal due to its added weight.
Yet another Ice Fang from Carlos hit Malfoy in the head, leaving small cracks in the ice encasing it. Malfoy tried to respond with Dragon Pulse... or so I think. He couldn't execute the move due to his frozen head.
No wild Pokemon appeared this round... when would interference occur?

After Round 4:
Malfoy the Bagon [Dummy007]
Spr_5b_371.png

HP: 6
Energy: 38
Atk: ***
Def: **
SAtk: *** (+)
SDef: * (-)
Spd: 50
Status Conditions: FROZEN HEAD
Boosts/Drops: -2 stages Defense

Carlos the Shinx [Galladiator]
Spr_5b_403_m.png

HP: 29
Energy: 26
Atk: ***
Def: **
SAtk: * (-)
SDef: **
Spd: 52 (45 + 7)
Status Condtions: None
Boosts/Drops: -1 stage Defense

Current Locations:
Carlos: Inner Edge of Yellow
Malfoy: Center of Yellow

- Carlos used Ice Fang (hit, freeze, flinch). 14 DMG, 5 Energy
- Malfoy is frozen
- Carlos used Leer (hit). 4 Energy
- Malfoy used Brick Break (hit). 11 DMG, 8 Energy
- Carlos used Ice Fang (hit). 16 DMG, 5 Energy
- Malfoy used Dragon Pulse (failed).
- No wild interference
 
:( Well, since it's not like Malfoy will be doing anything, Fire Blast to melt the ice, then Dragon Pulse and EXPLOSION (jk, Rock Slide) to end your lif...I mean, the round.

Summary:
Fire Blast -> Dragon Pulse -> Rock Slide

I just really hate the fact that I lost 2 actions this turn. I should've installed an 'If your head freezes, switch to Rock Slide' option...
 
Really CBF to do a proper update for this.

Malfoy has been KO'd, and Carlos is down to 21 Energy. Dummy, your Pokemon, if you would.
 
Hehe. I tend to have that effect on people.

Keep it up, Carlos! Show that whale who's boss by Intimidating it, then hitting it with a Wild Charge! Then chill for a bit, and finish the round with a Thunder Fang!

Oh, and I think I see a theme with Dummy's team's nicknames...
 
All right, Neville, swamp it with Water Spout, then bomb it with Earth Power, and close with Earthquake to hopefully dispose of this nuisance.

Summary:
Water Spout -> Earth Power -> Earthquake
 
Before Round 6:
Carlos the Shinx [Galladiator]
Spr_5b_403_m.png

HP: 29
Energy: 21
Atk: ***
Def: **
SAtk: * (-)
SDef: **
Spd: 52 (45 + 7)
Status Condtions: None
Boosts/Drops: -1 stage Defense

Neville the Colloshale [Dummy007]
coloshale3.png

HP: 100
Energy: 100
Atk: **
Def: *(-)
SpA: ****(+)
SpD: ***
Spe: 85
Boosts/Drops: None
Status Conditions: None
Locations:
Carlos: Center of Yellow
Neville: Center of Blue

Carlos, elated with his recent victory, was delighted to see Neville the Colloshale (who just happened to be part Water-type) enter the field in the place of Malfoy. After Intimidating Neville, it was surprised to be outran and slammed by a massive Water Spout from the whale. The responding Wild Charge, while putting a massive dent into Neville, left Carlos on the verge of collapse.
Neville, though stinging from that Wild Charge, was going to put an end to Carlos's consciousness there and then with an Earth Power... which, sadly, missed. However, he wasn't punished for it; Carlos used a Chill that round, allowing Neville to avoid taking another Electric-type attack.
Neville was sick and tired of Carlos's boosted evasion, and launched an Earthquake which knocked out the electric cub. After the knockout, the roaming wild Pokemon chose not to interfere...
"All right, this round is over. Galladiator, send in your next Pokemon, then Dummy will move."

- Dummy007 sends out Neville the Colloshale
- Carlos activates Intimidate
- Neville uses Water Spout (hit). 21 DMG, 8 Energy
- Carlos uses Wild Charge (hit). 23 DMG, 6 recoil DMG, 7 Energy
- Neville uses Earth Power (miss). 7 Energy
- Carlos Chills. +12 Energy
- Neville uses Earthquake (hit). 15 DMG, 7 Energy (KO).
- No wild attacks on Neville
 
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