We got a mafia brawl! loudkirbyking Vs auramaster! (SubRef: Dummy007)

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Challenging auramaster!

3 vs 3 singles
2 day DQ
2 recover, 5 chills
Arena: Sunset park (This park is known for it's amazing views at sunset, along with a small pond off towards the side for water pokemon. The sun sets just beyond the mountains in the distance in this fair land as pokemon fight just a few minutes before sundown. Otherwise, it's a flat, grassy field with a few oak trees for shading purposes.)

Good enough?
Accepting loudkirbyking's challenge.

Switch = KO
All Abilities
Items Disabled

Someone ref please :)

280.png

Ralts(*) Wisdom (Male)
Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)
Type: Psychic
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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
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.
Trace: (Can be activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
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.

Stats:

HP: 90
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 40

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

Attacks:
Growl(*)
Confusion(*)
Double Team(*)
Teleport(*)
Lucky Chant(*)
Magical Leaf(*)
Heal Pulse(*)
Calm Mind (*)

Thunderbolt(*)
Will-o-wisp(*)
Shadow Ball(*)

Synchronize(*)
Shadow Sneak(*)
Confuse Ray(*)


564.png

Tirtouga(*) Cagnazzo (Male)
Nature: Careful (Adds One (1) Rank to Special Defense; Subtracts One (1) Rank From Special Attack)
Type: Water, Rock
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Swift Swim (DW): The Pokemon with this ability moves extremely fast is slick, rainy conditions, doubling (x2) its speed in the rain.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 22

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

Attacks:
Bide(*)
Withdraw(*)
Water Gun(*)
Rollout(*)
Bite(*)
Protect(*)
Aqua Jet(*)
AncientPower(*)
Crunch(*)
Wide Guard(*)

Rock Polish(*)
Waterfall(*)
Earthquake(*)

Iron Defense(*)
Body Slam(*)
Rock Throw(*)

624.png

Pawniard(*), Courage (Female)
Nature: Adamant (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Special Attack)
Type: Dark, Steel
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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.

Abilities:
Defiant: (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Pressure (DW): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Stats:

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 2
Spe: 60

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

Attacks:
Scratch (*)
Leer (*)
Fury Cutter (*)
Torment (*)
Faint Attack (*)
Scary Face (*)
Metal Claw (*)

X-Scissor (*)
Brick Break (*)
Shadow Claw (*)

Sucker Punch (*)
Psycho Cut (*)
Revenge (*)
447.png

Riolu(*) Aura (M)
Nature: Lonely (Adds One (1) Rank to Attack; Subtracts One (1) Rank From Defense)
Type:
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round.

Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Prankster (DW): (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

Stats:

HP: 90
Atk: Rank 4 (+1)
Def: Rank 1 (-1)
SpA: Rank 2
SpD: Rank 2
Spe: 60

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

Attacks:
Quick Attack(*)
Foresight(*)
Endure(*)
Counter(*)
Force Palm(*)
Feint(*)
Reversal(*)
Screech(*)

Crunch(*)
Detect(*)
Hi Jump Kick(*)

Earthquake(*)
Rock Slide(*)
Swords Dance(*)


Spr_5b_458.png

Mantyke(*) Flying Fish (F)

Nature: Modest (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Attack)

Type 1: Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Type 2: 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:

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

Water Absorb: (Innate) This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.

Water Veil (DW): (Innate) Pokemon with this ability always have their body coated in a lair of water which prevents burns.

Stats:
HP: 90
Atk: Rank 0 (-1)
Def: Rank 2
SpA: Rank 3 (+1)
SpD: Rank 4
Spe: 50

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

Attacks:
Tackle(*)
Bubble(*)
Supersonic(*)
Bubblebeam(*)
Headbutt(*)
Agility(*)
Wing Attack(*)

Mirror Coat(*)
Signal Beam(*)
Twister(*)

Ice Beam(*)
Rain Dance(*)
Surf(*)


Spr_5b_343.png

Baltoy(*) Top (Genderless)

Nature: Serious (No Effect on Stats)

Type 1: 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.

Type 2: 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. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Levitate: (Innate) 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.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55

EC: 0/6
MC: 0

Attacks:
Confusion(*)
Harden(*)
Rapid Spin(*)
Mud-Slap(*)
Psybeam(*)
Rock Tomb(*)
Selfdestruct(*)

AncientPower(*)
Earth Power(*)
Extrasensory(*)

Charge Beam(*)
Grass Knot(*)
Shadow Ball(*)

Order:
-lkk sends out first Pokemon
-aura sends out Pokemon and gives orders
-lkk gives orders
-I ref
-lkk gives orders
-aura gives orders
-I ref

GOOD LUCK TRAINERS!
 
Host Fight!!!

I'm starting this with a Psychic battle, go Top! Can't tell what Wisdom's gonna do, so let's scout it out while doing some early damage by alternating between Shadow Ball and Earth Power.

Shadow Ball - Earth Power - Shadow Ball
 
All right Wisdom, time to show off your smarts. Trace that Top's Levitate before things get crazy. Then, while the Shadow Ball is headed your way, Fire off your own to block it. Earth power shouldn't hurt as much from your levitating, so Confuse Ray during that Finally, Calm your mind in preparation for later

Trace Levitate - Shadow ball against Top's Shadow ball - Confuse Ray - Calm Mind
 
280.png

Wisdom (Ralts) (M)
HP: 90
Atk: 0
Def: 1
SpA: 3
SpD: 2
Spe: 40
Actions: Shadow Ball~Confuse Ray~Calm Mind

Spr_5b_343.png

Top (Baltoy)
HP: 90
Atk: 2
Def: 2
SpA: 2
SpD: 3
Spe: 55
Actions: Shadow Ball~Earth Power~Shadow Ball


We stand here, preparing for a battle of the co-hosts! the very loud king of the kirbies looks at his belt. There are the 3 Pokeballs, containing the Pokemon he has just obtained (through legal or illegal means is unknown). He grabs one of them and tosses them into the air. Wisdom the Ralts appears in a flash of light. The resident master of auras then grabs one of his own Pokeballs, summoning Top the Baltoy. Wisdom begins to Trace his opponent, then begins to Levitate.

Top wastes no time, as it quickly creates a Ball of Shadows and launches it towards Wisdom. Wisdom is quick to react, as he creates another Shadow Ball, before firing it towards Top. The two Shadow Balls collide, and they each appear to be trying to push through the other. The two attacks are at equal strength and they then explode, sending a shock wave throughout the park.

Top then sends a pulse of Power through the Earth. The ground begins to crack as light radiates out. The ground then erupts from underneath Wisdom, but with enough force to hit the levitating Ralts. Wisdom then emits a Ray of light, that is enough to slightly Confuse Top.

Top gets ready to attack, but than looks absent mindedly at his fist. He then begins to punch himself in confusion. Well, that was interesting.... at least he has snapped out of confusion. Wisdom then begins to Calm his Mind, as he prepares for the next round.

Shadow Ball - Collision = [6 Energy]
Shadow Ball - Collision = [6 Energy]

Earth Power - 9+3+(2-2)x1.5 = [12 Damage] [6 Energy]
Confuse Ray = [5 Energy]

Hurt in Confusion - 4+(2-2)x1.5 = [4 Damage] [3 Energy]
Calm Mind = [6 Energy]

280.png

Wisdom (Ralts) (M)
HP: 78
Energy: 83
Stats: +1 SpA, +1 SpD
Status: Levitate (3 Actions)

Spr_5b_343.png

Top (Baltoy)
HP: 86
Energy: 85
Stats: N/A
Status: N/A
 
All right Wisdom, stay alive in there. Fire off a Shadow Ball or two to start things off. That boost you have from keeping your mind calm should give you a nice booster. However, if you see him preparing to fire an Earth Power, Confuse Ray before it can come out. Only do it the first time, though. End it with another Calm Mind to prepare for the next round.

Shadow Ball - Shadow Ball - Calm Mind. If Top tries an Earth Power, Confuse Ray immediately if it's his first try on Earth Power.
 
Top, that power boost is gonna be a major problem, but it won't last long. Stall it out with two Shadow Balls; either your superior speed will allow them to hit Wisdom, or it will block Wisdom's Shadow Balls. Then, end the round by moving so a tree is perfectly between you and Wisdom, then use Earth Power on the tree's roots. Since you can't see the light from Wisdom's Confuse Ray due to the big tree in the way, you'll be safe from it, and Wisdom can't Calm Mind again :P

Shadow Ball - Shadow Ball - Earth Power
 
280.png

Wisdom (Ralts) (M)
HP: 78
Energy: 83
Stats: +1 SpA, +1 SpD
Status: Levitate (3 Actions)
Actions: Shadow Ball~Shadow Ball~Calm Mind

Spr_5b_343.png

Top (Baltoy)
HP: 86
Energy: 85
Stats: N/A
Status: N/A
Actions: Shadow Ball~Shadow Ball~Earth Power


Both Top and Wisdom are still looking fresh, after their first round. They both say "screw it" and begin to SHADOW BALL SPAM!!!!!! Both Wisdom and Top create a Shadow Ball and fire it at each other. Rather than the attacks connecting like before, they fly past each other and crash into their targets. So what any sensible Pokemon that just took super effective attacks do? Get up and do it again! Wow...this is like watching two kids running head first into each other.

It seems that Top has finally had enough, and hovers over behind a tree. It then begins to use Earth Power on the tree, trying to weaken its roots. Wisdom then releases another Confuse Ray at Top. However, the tree blocked the light, leaving Top unharmed.


Wisdom:
Shadow Ball - [8+(3-3)x1.5]x1.5+1x1.5 = [14 Damage] [6 Energy]
Shadow Ball - [8+3+(3-3)x1.5]x1.5+1x1.5 = [18 Damage] [10 Energy]
Confuse Ray - Miss = [5 Energy]

Top:
Shadow Ball - [8+(2-2)x1.5]x1.5-1x1.5 = [11 Damage] [6 Energy]
Shadow Ball - [8+(2-2)x1.5]x1.5-1x1.5 = [11 Damage] [10 Energy]
Earth Power = [6 Energy]

280.png

Wisdom (Ralts) (M)
HP: 56
Energy: 62
Stats: +1 SpA
Status: N/A

Spr_5b_343.png

Top (Baltoy)
HP: 54
Energy: 63
Stats: N/A
Status: N/A


auramaster, you're up.
 
Time for some fun :) Top, we're gonna try out a C-C-COMBO!! Use Rock Tomb to surround and pin Wisdom under several large rocks, then immediantly use Earth Power to both hit Wisdom, and make the rocks crumble on top of him as a Rock Slide! Then, finish the round with another Shadow Ball for more Super Effective damage!

Rock Tomb/Earth Power - Idling cause of combo rules - Shadow Ball
 
Wisdom, time to rock and roll! And by rock, I mean dodge rock! Teleport outta there as soon as you see rocks coming toward you! Teleport right behind Top. Then, he'll pull out an earth power at you. As soon as he turns around to execute the attack, Confuse Ray right in his face! If he doesn't turn or anything, Hit him with a Shadow Ball right in the back! Finally, Make him take a Shadow ball to the face while he's dazed from the Confuse Ray!

Teleport directly behind Top(Which would be around the tree, pretty much) - Confuse Ray when Top turns to do Earth Power/Shadow ball if no turning - Shadow Ball
 
280.png

Wisdom (Ralts) (M)
HP: 56
Energy: 62
Stats: +1 SpA
Status: N/A
Actions: Teleport~Confuse Ray~Shadow Ball

Spr_5b_343.png

Top (Baltoy)
HP: 54
Energy: 63
Stats: N/A
Status: N/A
Actions: Rock Tomb+Earth Power~Derp~Shadow Ball

Top starts the round off by picking rocks up with its mind, trying to bury Wisdom beneath the Rock Tomb. Wisdom can see the attack coming from a mile away and Teleports to safety. Top then senses its opponent, turns around and sends Wisdom flying with a powerful Earth Power. Despite being in mid air, Wisdom has enough sense to blast a Ray of light, severely Confusing the Baltoy.

Top is able to avoid punching himself again, and launches a Shadow Ball at Wisdom. The shadowy forces cling to Wisdom, making him more susceptible to special attacks. Wisdom quickly regains his footing and decides what better way to deal with a Shadow Ball then with another Shadow Ball. Top takes the hit like a champ, but knows that no more slip ups can be made if it is going to beat Wisdom.

Wisdom:
Teleport = [14 Damage]
Confuse Ray = [5 Energy]
Shadow Ball - [8+(3-3)x1.5]x1.5+1x1.5 = [14 Damage] [6 Energy]

Top:
Rock Tomb - Miss = [4 Energy]
Earth Power - Earth Power - 9+3+(2-2)x1.5 = [12 Damage] [10 Energy]
Shadow Ball - [8+(2-2)x1.5]1.5 = [12 Damage] [6 Energy]

280.png

Wisdom (Ralts) (M)
HP: 32
Energy: 37
Stats: -1 SpD
Status: N/A
Spr_5b_343.png

Top (Baltoy)
HP: 40
Energy: 43
Stats: N/A
Status: Severely Confused (2 Actions)


lkk, you're up.
 
Not good... Hang in there, Wisdom. Let's have some creativity, shall we? While he's confused, hit that tree with a Shadow Ball to finish cutting that tree down right onto Top's head! Top weakened the roots earlier, it should fall with ease. Next, for defense, use a Magical leaf and let them spin around you. This should act as a shield to smash any Shadow Balls coming at you, or at least lower the damage. Now, fire a Shadow Ball to smash that toy like a Stunfisk got squished. Just to be safe, If you see a Self Destruct about to happen, teleport outta there before you go boom too

Shadow Ball(To cut down tree) - Magical Leaf(Shield) - Shadow Ball. If Self Destruct, replace action with Teleport.
 
Top, it's time for our master plan to start! As lkk said, you weakened the roots earlier, so use Grass Knot to bring the tree down horizontally, so Wisdom's Shadow Ball flies harmlessly over the tree! Then, assuming you didn't punch yourself in confusion, roll the tree right over Wisdom by pushing it with Extrasensory!!! THAT'S GONNA HURT!!! After that, your confusion will be cleared up, so float away a short distance (In case you hit yourself in the second action, don't want Wisdom's Shadow Ball to knock that tree the other way) and fire your Shadow Ball while Wisdom's weak from the previous Shadow Ball! However, be prepared for you punching yourself; if you hit yourself in confusion instead of using Grass Knot, then use Earth Power on Wisdom to knock him off his feet, into his own Magical Leaf shield, then finish the round with another Shadow Ball!

Grass Knot - Extrasensory - Shadow Ball, replace Extrasensory on the tree with Earth Power on Wisdom if Top hurts itself with confusion on the first action
 
C-C-C-COMBO BREAKERRRRRRRRR

Rules:
3 vs 3 singles
2 day DQ
2 recover, 5 chills
Switch = KO
All Abilities
Items Disabled

280.png

Ralts(*) Wisdom (Male)
Nature: Modest

Stats:
HP: 32
Energy: 37
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 40
Boosts: -1 SpD
Other: none

Spr_5b_343.png

Baltoy(*) Top (Genderless)
Nature: Serious

Stats:
HP: 40
Energy: 43
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
Boosts: none
Other: none

Round 4 Begin!

Hello, everyone, Dummy007 here. dmtc is on break, so I'm here to ref in his absence. Let's get on with the battle, shall we?

Top, despite his apparent confusion, harnesses energy from the grass to tie a knot around the center of the tree and snap it in half. The two halves collapse in a heap on the ground, causing the Shadow Ball aimed at the tree by Wisdom to go flying into the distance, striking a strange pink-haired woman and purple-haired man with a talking Meowth. They fly off in the distance, leaving us to continue this battle in peace.

Top begins gathering extrasensory energy in an attempt to roll the tree onto Wisdom, but it just hits itself in confusion instead. Apparently the sheer mental focus required to lift that tree caused a snap in one of Top's motor neurons, causing it to slap itself in the face. However, this killed the confusion, meaning Top should be fine next action. While Top performs slapstick comedy, Wisdom decides to create a Magical Leaf shield around himself. That looks fairly durable, I suppose.

Top, however, doesn't think so and fires a Shadow Ball directly at the natural barrier while also hovering a short distance away. It shatters Wisdom's concentration, but at least the shield blocked some of the damage. Wisdom then lets fly a Shadow Ball that is much more accurate than before, connecting with Top and sending him spinning.

The first KO of the match is near. Whose will it be?

End Round 4

280.png

Ralts(*) Wisdom (Male)
Nature: Modest

Stats:
HP: 24
Energy: 20
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 40
Boosts: -1 SpD
Other: none

Spr_5b_343.png

Baltoy(*) Top (Genderless)
Nature: Serious

Stats:
HP: 24
Energy: 28
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
Boosts: none
Other: none

Grass Knot tree (Baltoy) [Success] Energy Cost: 6
Shadow Ball tree (Ralts) [Failed] Energy Cost: 6

Extrasensory tree (Baltoy) [Failed, due to confusion] Damage to itself: 4 Energy Cost: 3
Magical Leaf shield (Ralts) [Success] Energy Cost: 5

Shadow Ball (Baltoy) [Success] Damage: 14-6 (to break Magical shield) Energy Cost: 6
Shadow Ball (Ralts) [Success] Damage: 12 Energy Cost: 6

I subtracted the Magical Leaf shield damage using Magical Leaf's base attack power, which was 6. auramaster, make your move.
 
Not to sound rude, but aura's damage seems a bit low... is it right? With that -1 Sp. Defense I have, I think he should've done more then me(Not counting the magical leaf shield, of course). So, erm... Yeah, that. Is that all correct?
 
Dummy, me and lkk did the calcs, and we agree that Top's Shadow Ball should have done 13.5 damage. More importantly, thanks for reffing this game :)

Anyway, Top, let's finish this! Float above the fallen tree and spam Shadow Ball until Wisdom goes down!

Shadow Ball - Shadow Ball - Shadow Ball

EDIT: That's fine Dummy, I understand, just wanted to point it out to make sure you knew about it :)
 
What error? I don't see an error! :P Actually, I just forgot to take the -1 SpD into account. Subreffing is tough to start because you forget what happened earlier since you weren't there for it. (That's more of a note to myself since this is my first attempt at subreffing.) I'll have the calcs for this round done today, probably.
 
All right, then you probably need my actions, don't you?

Wisdom, hang in there! Shadow Ball right at Top! This should hurt him a good number. I know you won't live long with that all coming at you, so Shadow Ball his Shadow Ball to cause them both to explode on the two of you. That should smash him up good to prepare for the next round. If you make it this far, Shadow Ball one last time on his for the same reason as before.

Shadow Ball - Shadow Ball(On his for explosion on both) - Shadow Ball(Same as last one)
 
Rules:
3 vs 3 singles
2 day DQ
2 recover, 5 chills
Switch = KO
All Abilities
Items Disabled

280.png

Ralts(*) Wisdom (Male)
Nature: Modest

Stats:
HP: 24
Energy: 20
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 40
Boosts: -1 SpD
Other: none

Spr_5b_343.png

Baltoy(*) Top (Genderless)
Nature: Serious

Stats:
HP: 24
Energy: 28
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
Boosts: none
Other: none

Round 5 Begin!

In a rather uneventful round, the two Psychic-types spam Shadow Ball endlessly. The first two Shadow Balls connect with their intended targets, but the second two collide in midair, causing a large explosion. The two are far enough apart that it causes no damage, but it does cost both Pokemon some precious energy. This duel to the faint finally ends with a hit on Wisdom. Top spins excitedly as the little Psychic child collapses onto the grass.

End Round 5

280.png

Ralts(*) Wisdom (Male)
Nature: Modest

Stats:
HP: KO
Energy: 6, for all THAT matters
Atk: Rank 0 (-)
Def: Rank 1
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 40
Boosts: -1 SpD
Other: none

Spr_5b_343.png

Baltoy(*) Top (Genderless)
Nature: Serious

Stats:
HP: 12
Energy: 4
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
Boosts: none
Other: none

Shadow Ball (Baltoy) [Success] Damage: 12 Energy Cost: 6
Shadow Ball (Ralts) [Success] Damage: 12 Energy Cost: 6

Shadow Ball (Baltoy) [Success, sort of] Energy Cost: 8
Shadow Ball (Ralts) [Success] Energy Cost: 8

Shadow Ball (Baltoy) [Success] Damage: 12 Energy Cost: 10
Shadow Ball (Ralts) [Failed] Damage: x Energy Cost: x

loudkirbyking, send out your next Pokemon and give orders.
 
Cagnazzo the Tirtouga, come on out! This one is very simple. Aqua Jeeeeet! Speed up and smash him with all your might. Aqua Jeeeeeet again! just in case he's not dead. Then, finish off with an Iron Defense just for the heck of it.

Aqua Jet - Aqua Jet - Iron Defense
 
Top, you're gonna die. Sorry. Try to block Aqua Jet with Grass Knot to knock Cagnazzo off course, then you'll...still faint. This is a depressing set of 1 order. Very depressing. Your face is depressing. Try smiling as you faint, then this won't be depressing.

Grass Knot
 
Rules:
3 vs 3 singles
2 day DQ
2 recover, 5 chills
Switch = KO
All Abilities
Items Disabled

564.png

Tirtouga(*) Cagnazzo (Male)
Nature: Careful

Stats:
HP: 90
Energy: 100
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 22
Boosts: none
Other: none

Spr_5b_343.png

Baltoy(*) Top (Genderless)
Nature: Serious

Stats:
HP: 12
Energy: 4
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
Boosts: none
Other: none

Round 6 Begin!

Not gonna sugarcoat this. Cagnazzo calls in a private jet from his Mafia buddies. The plane begins to land on the pond, sending a powerful spray of aquatic matter directly into Top's face. As Top collapses from exhaustion, the plane fails to make the water landing, instead racing onto the land and running straight into Top. auramaster recalls his Pokemon, glaring furiously at the moronic pilot who just flattened his future clay dol(l). The guy yells "Fuhgeddaboudit!" out the window and takes off.

End Round 6

564.png

Tirtouga(*) Cagnazzo (Male)
Nature: Careful

Stats:
HP: 90
Energy: 98
Atk: Rank 3
Def: Rank 4
SpA: Rank 1 (-)
SpD: Rank 3 (+)
Spe: 22
Boosts: none
Other: none

Spr_5b_343.png

Baltoy(*) Top (Genderless)
Nature: Serious

Stats:
HP: KO
Energy: 0.00000
Atk: Rank 2
Def: Rank 2
SpA: Rank 2
SpD: Rank 3
Spe: 55
Boosts: none
Other: flattened by an airplane

Aqua Jet (Tirtouga) [Success] Damage: 14 Energy Cost: 2
Grass Knot (Baltoy) [Failed] Damage: epic fail Energy Cost: >9000!

auramaster, call forth your next Pokemon and give orders.
 
Great job Top, you gave us the winning advantage. Aura, your turn! Start off strong with a powerful Hi Jump Kick, then keep up the momentum with a powerful Force Palm! Finally, power yourself up with Swords Dance to prepare for the next two rounds! However, be careful; if he tries to be sneaky with Bide, wait it out by using Swords Dance while he stores nothing.

Hi Jump Kick - Force Palm - Swords Dance, use Swords Dance repeatedly if Cagnazzo successfully uses Bide
 
Cagnazzo, let's do this quite well. Aqua jet out of the way of his Hi Jump Kick. This should cause him to crash quite nicely. You're an awesome turtle, my friend. When you see him approaching with Force Palm, Iron defense yourself up. Reading through the audit, it should deal 1/4th damage back to him. And to end it, Waterfall him into, well, the water! Really, try to knock him into the pond. Water's your turf, and it should stop him from Hi Jump Kicking if he can't jump while in the water.

Aqua Jet dodge - Iron Defense - Waterfall
 
The deadline's going to be here in an hour, so I'm posting for activity. I MIGHT have this up tonight, but, if I don't, it will be up first thing tomorrow morning EST. Promise.
 
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