Checkmate Challenge: Deck Knight vs. TravelLog! (4 vs 4 Doubles)

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Hello, and welcome to today's game of Pokemon Chess. On a giant chessboard in the middle of nowhere, two skilled battlers have gathered to participate in the real gentleman's sport. Deck Knight, Smogon's most renowned chess player, asked for a challenge; what he got was an acceptance from TravelLog, Smogon's most renowned log of travel. A two-day timer has been set up on both sides, and now we are ready to begin.

Rules:
4vs4 Doubles (Open Field)
2 Day DQ
2 Recovery/5 Chills each
All abilities
No items
switch=KO

Next, the arena summary:

Arena: Pokemon Chess Board

Open Field: An opposing trainer may send any of their Pokemon onto an Open Field. The initial trainer's Pokemon are all selected beforehand.

The Pokemon Chess Board is an intricate arena, the effects of which change based on the Pokemon used. It is set on an artificial field consisting of alternating 8x8 black and white squares about 5 square feet each. All Attacks can be utilized, as the chess board will create any necessary element for the attack. Be warned that effects will disappear after each action and will have to generated from scratch, so the arena for example cannot be flooded out, even if Rain is summoned. Weathers still last their full duration and have all their other battle effects.

The Arena benefits or handicaps players based on the Pokemon they select in the following ways:

  • If one player has more fully evolved Pokemon than the other, each of that player's Pokemon will lose one Rank in each stat (including HP), as well as 20% of their speed.
  • If a player's active Pokemon share like weaknesses, all of the shared weaknesses of that player's active Pokemon will be reduced to 2x, regardless of their ordinary severity.
  • If a player's active Pokemon share like STABs, the STAB bonus of that STAB is increased by 1.
  • If a player's active Pokemon share like Attacks, the Base Attack Power of those shared attacks is increased by 1.

The pieces selected for use today are listed below.


Knight [Gligar] (M)
Nature: Impish (Adds One (1) Rank to Defense; Subtracts One (1) Rank from Special Attack)

Type: Ground/Flying
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.
Immunity (DW): (Innate) This Pokemon’s body has an immensely strong immune response to venom and does not take poison damage when Poisoned. Toxic Poisoning will not do damage, however it will continue getting more severe.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85

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

Attacks:
Poison Sting
Sand Attack
Harden
Knock Off
Quick Attack
Fury Cutter
Faint Attack

Counter
Power Trick
Sand Tomb

Hone Claws
Earthquake
Acrobatics


Baltoy [Bishop] (U)
Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Ground/Psychic
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 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 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (55/1.15v) (-)

EC: 2/6
MC: 0
DC: N/A

Attacks:

Confusion
Harden
Rapid Spin
Mud Slap
Psybeam
Rock Tomb
Selfdestruct
Ancientpower
Sandstorm
Extrasensory
Earth Power

Ice Beam
Earthquake
Dig
Trick Room


Breezi [ARMageddon] (F)
Nature: Quiet (Adds One (1) Rank to Special Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type: Poison/Flying
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.
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:
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.
Unburden(DW): (Innate) This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Stats:

HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 73 [85/1.15v] (-)

EC: 3/6
MC: 0
DC: 1/5

Attacks:

Gust
Sand Attack
Tailwind
Encore
Rapid Spin
Knock Off
Heal Pulse
Copycat
Whirlwind
Razor Wind
Entrainment
Toxic Spikes
Air Slash

Disable
Spikes
Earth Power

Taunt
Sludge Wave
Trick Room


Trapinch [King] (M)
Nature: Naive (Multiples Base Speed by 1.15 and provides a flat accuracy boost on all attacks equal to its new Base Speed squared, then divided based on its evolution stage. (Formula: ACC Boost = (New Base^2)/Divisor [Round Up] Cap: 30) The Divisor is 1000 for fully evolved Pokemon, 700 for Pokemon that are the second of three stages, 500 for Pokemon that are the first of two stages, and 350 for Pokemon that are the first of three stages. This accuracy boost is added to their Dodge Command chance; Subtracts One (1) Rank from Special Defense)

Type: Ground
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:
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Arena Trap: (Innate) This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs, flying opponents and levitating Pokemon are unaffected.
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: Rank 4
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (-)
Spe: 12 (10*1.15^) (+)

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

Attacks:

Bite
Sand Attack
Faint Attack
Sand Tomb

Bug Bite
Endure
Quick Attack

Sunny Day
Earthquake
Struggle Bug



Murkrow [Don Krow] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type:
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.
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:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
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 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 79 (-)

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

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance

Sky Attack
Confuse Ray
Roost

Shadow Ball
Hidden Power (Fighting, 7)
Double Team


Piplup [Pengwin] (M)
Nature: Relaxed (Adds One (1) Rank to Defense; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.
Type: Water
Water: Water STAB; Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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)
Defiant(DW): (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.

Stats:

HP: 80
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 2
Spe: 35 (-) (Opponent's accuracy boost: 10%)

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

Attacks:
Pound
Growl
Bubble
Water Sport
Peck
Bide
Bubblebeam
Fury Attack

FeatherDance
Yawn
Mud Sport

Ice Beam
Dig
Scald


Monohm [Cid] (M)
Nature: Calm (+1 SpD, -1 Atk)

Type: Electric/Dragon
Electric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

Abilities:
Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)
Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.
Sheer Force (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: 80
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60

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

Attacks:
Level Up:
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Spark
Sonicboom

Egg:
Heal Bell
Hydro Pump
Magnet Rise

TM:
Flamethrower
Thunderbolt
Dragon Tail


Lampent [Danse Macabre] (Male) (*)
Nature: Modest (+SpA,-Atk)

Type: Ghost/Fire
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
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. Superior senses in volcanic or brushfire areas.

Abilities:
Flash Fire (Innate): This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Flame Body (Innate):This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW/Innate):Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:

HP: 80
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 50

EC: 4/9
MC: 1
DC: 2/5

Attacks:
Level up:
Ember*
Astonish*
Minimize*
Smog*
Fire Spin*
Confuse Ray*
Night Shade*
Will-O-Wisp*
Flame Burst*
Imprison*
Shadow Ball
Pain Split
Overheat
Hex

Egg:
Acid Armor*
Clear Smog*
Heat Wave*

TM:
Taunt*
Calm Mind*
Toxic*
Energy Ball


Flow of the Match:
TravelLog selects two pieces and moves them.
Deck Knight moves his two pieces.
I provide commentary.
Deck Knight moves his two pieces.
TravelLog moves his two pieces.
I provide commentary.
etc.

Deck Knight's selected pieces are the Knight (Gligar) and the Bishop (Baltoy). TravelLog, select two pieces and issue actions.
 
I'm going to assume my pieces are handicapped only when Fidgit is on the field correct? In any case, I will be opening with Piplup and Monohm.

Monohm, you move before Piplup so I want you to open with Magnet Rise, followed by Hydro Pump on Baltoy, from there, use Rain Dance to saturate the field with water and softening the soil, making any earthquakes less capable of carrying seismic waves as well as making self-destruct far less efficient in the event of its occurence.

Piplup, your first job is to Yawn at Gligar, followed by Scald (Gligar), then an Ice Beam on Gligar.
 
Edit: also, I know that the arena resets after each action, but with the rain continuing, the ground should be resaturated. Flooding will obviously not occur, it will simply make the soil a bit softer and soak the pokemon on the field.
 

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
Alright troops, time for the first round.

Knight, begin with a powerful Earthquake to shake up your opponents. Next, capture Pengwin in a Sand Tomb to make it more difficult to aim. It'll need more than its umbrella to stop this Knight. Finish up by keeping your distance and using Power Trick. Your opponents will no doubt find you very... offensive for the next few rounds.

Bishop, begin by smashing Cid with an Earth Power. Even though it might pull off a Magnet Rise, it will have little to no time to dodge Earth Power's eruption, given you are roughly the same speed. Next, combine your Ice Beam with Knight's Sand Tomb to chill out the Pengwin. The Ice and swirling sand should solidify around it, causing its Scald to lose all velocity, though it will likely end up covered in a ball of mud by the end. Finish the round by counteracting Cid's Rain Dance with Sandstorm. I imagine after that the field will be rather... un-sight-ly for them.

Knight: Earthquake ~ Sand Tomb (Pengwin) ~ Power Trick

Bishop: Earth Power (Cid) ~ Ice Beam (freeze the particles of Sand Tomb around Pengwin to lock it in and disrupt Scald) ~ Sandstorm
 
Going with Piplup, Monohm, Lampent, and Murkrow. I have no desire to take advantage of the situation by selecting four new mons.


Murkrow [Don Krow] (M)
Nature: Brave (Adds One (1) Rank to Attack; Divides Base Speed by 1.15 and gives a flat 10 point decrease in evasion, effectively adding 10 accuracy (e.g. 85 becomes 95) on an opponent’s attacks.

Type:
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.
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:
Insomnia: (Innate) This Pokemon is immune to sleep induced by other Pokemon. It's 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.
Super Luck: (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.
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 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 79 (-)

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

Attacks:
Peck
Astonish
Pursuit
Haze
Wing Attack
Night Shade
Assurance

Sky Attack
Confuse Ray
Roost

Shadow Ball
Hidden Power (Fighting, 7)
Double Team


Everything thus far can remain as is if Deck Knight wants. Otherwise we can start over.
 
Rules:
4vs4 Doubles (Open Field)
2 Day DQ
2 Recovery/5 Chills each
All abilities
No items
switch=KO


Knight [Gligar] (M)
Nature: Impish

Stats:
HP: 100
Energy: 100
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Boosts: none
Other: none


Baltoy [Bishop] (U)
Nature: Relaxed

Stats:
HP: 90
Energy: 100
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (55/1.15v) (-)
Boosts: none
Other: none



Piplup [Pengwin] (M)
Nature: Relaxed

Stats:
HP: 80
Energy: 100
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 35 (-) (Opponent's accuracy boost: 10%)
Boosts: none
Other: none


Monohm [Cid] (M)
Nature: Calm

Stats:
HP: 80
Energy: 100
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60
Boosts: none
Other: none


Round 1 Begin!

The match begins. Let’s analyze their actions play by play. Deck Knight uses a powerfully strategic opening: Knight to EQ6. This does plenty of damage to both Pengwin and Cid, while leaving Bishop completely unharmed because of his Levitate ability. Funny, I don’t remember bishops being able to float in real chess… Anyway, TravelLog responds appropriately with Cid to MR5. As he floats off the ground (what kind of game IS this?), Deck Knight makes a hasty move: Bishop to EP6. Cid, who is floating off the ground, still takes the hit but does manage to avoid full damage because of the energy necessary to redirect the attack up. TravelLog closes the first turn with Pengwin to Y7. Deck Knight’s Knight will be having sweet dreams, but that will occur in a few turns.

Again, Deck Knight takes the initiative and sets up the first part of a combination attack: Knight to ST3. Pengwin gasps in shock as the square underneath him morphs into a pit of quicksand that quickly surrounds him, leaving him almost unable to move. However, TravelLog remains unfazed; he moves Cid to HP8, resulting in a massive amount of health loss on Bishop’s part. Deck Knight appears concerned, but he keeps his concentration on that combination attack and moves Bishop to IB7. The sand around Pengwin freezes, rendering the poor penguin unable to do any damage on this action. However, TravelLog was prepared for this and moves (somehow) Pengwin to S5. The boiling water thaws the ice around him, but it also mixes with the quicksand, covering Pengwin in mud. That certainly looks unpleasant.

Deck Knight is relentless and calls Knight to PT7. Knight swaps his own Attack and Defense, meaning he’ll be able to do some heavy damage next action before he drifts into la-la land. TravelLog moves Cid to RD10, creating a massive Rainstorm that pours down on the arena. However, Deck Knight dislikes this and orders Bishop to S10. A Sandstorm quickly appears, blocking out the Rain and causing damage to both Pengwin and Cid at the end of each action. TravelLog is unhappy; he squints harder against the raging Sand and just manages to move Pengwin to IB7. Bishop was just here, but Pengwin doesn’t seem to care; his beam of frozen aura deals a massive blow to Deck Knight’s Knight.

The Sandstorm will continue for another 5 turns. This match is just heating up, so stay tuned for the next round of action! Oops, sorry for yelling. This is a chess match...

End Round 1


Knight [Gligar] (M)
Nature: Impish

Stats:
HP: 80
Energy: 84
Atk: Rank 5 (+) (6 actions)
Def: Rank 3 (6 actions)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Boosts: none
Other: Yawned (1 action)


Baltoy [Bishop] (U)
Nature: Relaxed

Stats:
HP: 66
Energy: 77
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (55/1.15v) (-)
Boosts: none
Other: none



Piplup [Pengwin] (M)
Nature: Relaxed

Stats:
HP: 57
Energy: 81
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 35 (-) (Opponent's accuracy boost: 10%)
Boosts: none
Other: Muddy (-1 Spd, -10% damage from Electric attacks) (2 actions)


Monohm [Cid] (M)
Nature: Calm

Stats:
HP: 45
Energy: 77
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60
Boosts: none
Other: none


Earthquake (Gligar) [Success] Damage: 3(25)/4 {Monohm} 3(17)/4 {Piplup} Energy Cost: 6 - +1 STAB Bonus, +1 Power Bonus
Magnet Rise (Monohm) [Success] Energy Cost: 5
Earth Power Monohm (Baltoy) [Somewhat success] Damage: 17-3 Energy Cost: 6 - +1 STAB Bonus, SpD drop
Yawn Gligar (Piplup) [Success] Energy Cost: 7 –Gligar will fall asleep in 3 actions

Sand Tomb Piplup (Gligar) [Success] Damage: 8+2 per action Energy Cost: 3 -+1 STAB Bonus
Hydro Pump Baltoy (Monohm) [Success] Damage: 24 Energy Cost: 8
Ice Beam Sand Tomb (Baltoy) [Success] Energy Cost: 7 –Freezes Sand Tomb
Scald Gligar (Piplup) [Somewhat success] Energy Cost: 5 –Piplup is now muddy!

Power Trick (Gligar) [Success] Energy Cost: 7 –Swaps Attack and Defense
Rain Dance (Monohm) [Success] Energy Cost: 10
Sandstorm (Baltoy) [Success] Energy Cost: 10
Ice Beam Gligar (Piplup) [Success] Damage: 20 Energy Cost: 7 -Weakness reduced to 2x


Sandstorm's up for 5 rounds. If I missed or screwed up anything, let me know. Deck Knight, your move.
 

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
Dummy: Don't forget to reset all of TravelLogs's mons.

Excellent work Knight, Bishop.

You'll have to rest for an action but it will be worth it Knight. If we're lucky Sand Veil might even bail you out. Should you somehow be awakened, use Acrobatics on Pengwin. As that's very much doubtful, Acrobatics on your second action as well, and finish up with Earthquake.

If Pengwin begins the round with Bide, use Counter as your third action, as you'll be the last to target it.

Bishop, we also have a pressing threat to deal with. Use Extrasensory on Pengwin to try and psych it out, then Ice Beam Cid. Finish up with another Extrasensory on Pengwin.

Knight: Acrobatics (Pengwin) ~ Acrobatics (Pengwin) ~ Earthquake
Use Counter over Earthquake if Piplup Bides the first action.

Bishop: Extrasensory (Pengwin) ~ Earth Power (Pengwin) ~ Ice Beam (Cid)
Use Sandstorm if Cid Rain Dances.
 
First: were all the calcs made with my mons at reduced stats?

Alright, let's hope Knight stays asleep for a good long while!

Pengwin, I want you to start this round with an evasive Dig to avoid those two attacks! I want you to emerge behind Bishop and blast it the hole you made with an Ice Beam (also freezing the water, trapping Bishop inside for a good long while, [see Cid's actions]). You'll take an earth power, but make sure you keep Bishop near the hole you just made! From there, use Ice Beam on Knight1

Cid, I want you to wait until Pengwin digs and makes the hole then use Hydro Pump to fill it with Water. Once Pengwin freezes Bishop in the icy hole, I want you to use Rain Dance, then follow that up by combining your Hydro Pump with Pengwin's Ice Beam for massive damage!!!!

Pengwin: Dig and emerge behind Bishop~use Ice Beam to freeze Bishop inside the hole filled with Cid's Hydro Pump~Combine Ice Beam with Cid's Hydro Pump on Knight

Cid: Hydro Pump to fill Pengwin's hole with water~Rain Dance~Combine Hydro Pump with Pengwin's Ice Beam on Knight
 
...you have no idea how completely idiotic I feel right now. I profusely apologize, TravelLog, for screwing up last round's calcs. I also apologize to you, Deck Knight, for now having to waste even more time recalcing when I could be reffing Round 2. If Round 2 gets up tonight, I'll be surprised, but Round 1 will DEFINITELY get fixed today and Round 2 will DEFINITELY be up by tomorrow.

EDIT: Round 1 is "fixed." Something seems a little off about the calcs, but that's what the damage calculator gave me. If you guys want to run your own calcs and see if yours differ, feel free. Time to ref R2!
 
Rules:
4vs4 Doubles (Open Field)
2 Day DQ
2 Recovery/5 Chills each
All abilities
No items
switch=KO


Knight [Gligar] (M)
Nature: Impish

Stats:
HP: 80
Energy: 84
Atk: Rank 5 (+) (6 actions)
Def: Rank 3 (6 actions)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Boosts: none
Other: Yawned (1 action)


Baltoy [Bishop] (U)
Nature: Relaxed

Stats:
HP: 66
Energy: 77
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (55/1.15v) (-)
Boosts: none
Other: none



Piplup [Pengwin] (M)
Nature: Relaxed

Stats:
HP: 57
Energy: 81
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 35 (-) (Opponent's accuracy boost: 10%)
Boosts: none
Other: Muddy (-1 Spd, -10% damage from Electric attacks) (2 actions)


Monohm [Cid] (M)
Nature: Calm

Stats:
HP: 45
Energy: 77
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60
Boosts: none
Other: none


Round 2 Begin!

Our good friend TravelLog somehow manages to start out this round with Pengwin to D11. Pengwin begins an evasive Dig, sending him tunneling into the ground. However, he appears to be taking his sweet time doing it, leaving his opponents plenty of time to get a few light hits in. Deck Knight makes two moves now: Knight to A6 and Bishop to E5. Knight's Acrobatics do a fair amount, only lessened by the fact that Pengwin is partially underground, while Bishop's Extrasensory is lessened a bit by Pengwin's focus. However, it does make him flinch, causing him to stop digging about 3 feet into the ground. TravelLog grits his teeth and moves Cid to HP8. His Hydro Pump fills Pengwin's hole, sending a laughing Pengwin out on a small current of water. It is now that Knight begins his assigned slumber, and he takes it with much gratitude: his sleep is intense.

While Knight snoozes, TravelLog moves Cid to RD10 for the second time this match. Rain pours down again, dampening the spirits of everyone except Pengwin (who is thoroughly enjoying himself) and me (who has an umbrella). However, all (good) things must come to an end; Deck Knight exemplifies this by moving Bishop to S10. A Sandstorm brews again, now dampening even Pengwin's spirits. Still TravelLog remains unfazed as he moves Pengwin to IB10. Pengwin slides in right behind Bishop and fires an Ice Beam directly at it. The attack pushes Bishop into the water and freezes over the top layer, leaving it temporarily trapped down there.

TravelLog closes Cid's action for the round by moving Cid to HP8 again. Unfortunately, the Hydro Pump isn't as accurate this time, partially due to Knight's Sand Veil. Deck Knight's final action is Bishop to IB7. Bishop concentrates a beam of ice on the layer above his head; his focus is enough as the ice somehow shatters, freeing him for the next round. TravelLog closes this round by moving Pengwin to IB7, the same space Bishop currently occupies. However, Pengwin's Ice Beam actually does damage, barely hitting Knight through the raging Sandstorm.

End Round 2


Knight [Gligar] (M)
Nature: Impish

Stats:
HP: 60
Energy: 78
Atk: Rank 5 (+) (3 actions)
Def: Rank 3 (3 actions)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Boosts: none
Other: Asleep (1 action)


Baltoy [Bishop] (U)
Nature: Relaxed

Stats:
HP: 52
Energy: 55
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (55/1.15v) (-)
Boosts: none
Other: none



Piplup [Pengwin] (M)
Nature: Relaxed

Stats:
HP: 37
Energy: 53
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 35 (-) (Opponent's accuracy boost: 10%)
Boosts: none
Other: none


Monohm [Cid] (M)
Nature: Calm

Stats:
HP: 39
Energy: 51
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60
Boosts: none
Other: none


Evasive Dig (Piplup) [Somewhat success] Energy Cost: 6+5 (Evasive + Priority Increase)
Acrobatics Piplup (Gligar) [Somewhat success] Damage: 16/2 (8) Energy Cost: 6
Extrasensory Piplup (Baltoy) [Somewhat success] Damage: 11/2 (6) Energy Cost: 5 –Flinches, making the hole less deep
Hydro Pump Piplup’s hole [Success] Energy Cost: 8
{Sandstorm damage}
{Gligar fell into an Intense Sleep! (3 actions)}

Acrobatics Piplup (Gligar) [Failed]
Rain Dance (Monohm) [Success] Energy Cost: 10
Sandstorm (Baltoy) [Success] Energy Cost: 10
Ice Beam Baltoy/water in hole (Piplup) [Success] Damage: 15-1 [some is expended to freeze the water] Energy Cost: 7+3 [costs extra to hit both Baltoy and the water]
{Sand damage}

Earthquake (Gligar) [Failed]
Hydro Pump Gligar (Monohm) [Failed due to Sand Veil] Energy Cost: 8
Ice Beam Monohm (Baltoy) [Failed mostly] Energy Cost: 7 –Shatters ice
Ice Beam Gligar (Piplup) [Success, barely] Damage: 20 Energy Cost: 7


Sandstorm will remain up for 5 actions. TravelLog, you moves, please.
 
Alright, Cid and Pengwin, lets try the failed combo from last round, but on Bishop this time. Cid outspeeds Bishop enough that even if he somehow counteracts/evades the Ice Beam, he should get hit by Hydro Pump.

Since Knight will be waking up, Cid I want you to use Dragon Tail on him to remove the stat changes and put him back at rank 3 attack. The last thing we want is him at rank 5. Pengwin, in the meanwhile, launch a raging Scald at Bishop.

To finish out the round, Cid I want you to use another Hydro Pump on Bishop, while Pengwin, you Yawn at Knight again.

Now for substitutions. If Bishop uses Dig to escape any of the water attacks Cid, just send the water in after him for a little extra damage in a confined space! Pengwin, if Knight launches an Acrobatics at you, use Bide and focus your unleashed anger on Bishop.

Cid: Hydro Pump (Bishop)~Dragon Tail to remove stat changes (Knight)~Hydro Pump (Bishop)
IF Bishop uses Dig on a turn where you use Hydro Pump, send the water into the hole after him


Pengwin: Ice Beam (Bishop)~Yawn (Knight)~Ice Beam (Bishop)
IF Knight uses Acrobatics, use Bide and when its time to unleash, aim at Bishop.
 

Deck Knight

Blast Off At The Speed Of Light! That's Right!
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Hmmm. Well, I still don't know how all that happened (knocking a floating Pokemon into a hole that got cut short by a flinch anyway), but whatever.

Bishop: Since our foe is intent on using the same old strategies, disrupt them by getting between Cid and Pengwin and using a Confusion to hold Pengwin in place as it fires Ice Beam at you. Next, team up with Gligar and assault your foe with a double Earthquake! Gligar's flight and your Levitation should mean immense damage to our foes and none to yourselves. End the round with Extrasensory on Pengwin.

Knight: Enjoy your remaining action of slumber. Then team up with Baltoy for an Earthquake. Close the book on your opponents with a second Earthquake. Hopefully the first assault finished off Cid before it could use that slow Dragon Tail, but if not, that should end it.

Bishop: Move behind Cid to place it inbetween yourself and Pengwin, then use Confusion to lock Pengwin in place on the other side as it attacks ~ Earthquake ~ Extrasensory (Pengwin)

Knight: Zzzzz ~ Earthquake ~ Earthquake
 
Deck... not sure how to tell you this but Bishop starts off between Cid and Pengwin because he just came out of the hole and you're closer to Pengwin (who is near the hole). So while you could arguably lock Pengwin in place with Confusion (forgoing damage in favor of holding it), Cid is totally free on the other side (and faster than both Bishop or Pengwin and would have no issue dodging). I would also argue that you can't pull off both getting behind Pengwin (who is closer to you than Cid) and locking it in place, being only ~10 points faster. Given that, you could certainly hold it, but would simply be stuck between them as they attack you while you focus on holding Piplup in place
 

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
Deck... not sure how to tell you this but Bishop starts off between Cid and Pengwin because he just came out of the hole and you're closer to Pengwin (who is near the hole). So while you could arguably lock Pengwin in place with Confusion (forgoing damage in favor of holding it), Cid is totally free on the other side (and faster than both Bishop or Pengwin and would have no issue dodging). I would also argue that you can't pull off both getting behind Pengwin (who is closer to you than Cid) and locking it in place, being only ~10 points faster.
As opposed to evasive Digging getting a priority boost, and getting affected by flinch on a 3 ft hole that got cut short, and a floating mon getting knocked on a downward trajectory by a grounded opponent while the small amount of water put onto the field gets frozen over, somehow? All in a Sandstorm where Baltoy and Gligar have the best vision anyway?

I'll take my chances based on the last round.
 
Fair enough. That was definitely a haxy round for you. I withdraw my comment and realized that was beyond being a jerk... my sincerest apologies.
 
Sorry, guys, but I might need a 1-day reffing extension. I have two other matches to ref, I'll have at most another hour tonight, and I'll have limited access to a computer tomorrow. I'll ref this as fast as I can, though, and it will definitely be up Monday.
 
Rules:
4vs4 Doubles (Open Field)
2 Day DQ
2 Recovery/5 Chills each
All abilities
No items
switch=KO


Knight [Gligar] (M)
Nature: Impish

Stats:
HP: 60
Energy: 78
Atk: Rank 5 (+) (3 actions)
Def: Rank 3 (3 actions)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Boosts: none
Other: Asleep (1 action)


Baltoy [Bishop] (U)
Nature: Relaxed

Stats:
HP: 52
Energy: 55
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (55/1.15v) (-)
Boosts: none
Other: none



Piplup [Pengwin] (M)
Nature: Relaxed

Stats:
HP: 37
Energy: 53
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 35 (-) (Opponent's accuracy boost: 10%)
Boosts: none
Other: none


Monohm [Cid] (M)
Nature: Calm

Stats:
HP: 39
Energy: 51
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60
Boosts: none
Other: none


Round 3 Begin!

I know, I'm a tad late getting this round up, but better late than never, right? Anyway, summary of the round: I'm calling Deck Knight's move legal, with the explanation that you're moving pieces on a chess board and Deck hastily rushes his piece across the board and slams it down on its new space. Confusion succeeds, but Pengwin jerks his neck at the last second to avoid hitting Cid and the attack shoots off into nowhere.

Next round, Cid gets nuked by two Earthquakes, while Pengwin pulls of a Yawn. Unfortunately, Dragon Tail cancels Yawn, but it does also cancel Power Trick.

Earthquake finishes off Cid, and Extrasensory finishes off Pengwin. Again, sorry for the crappy flavor, but I really wanted this match to continue.

Round 3 End


Knight [Gligar] (M)
Nature: Impish

Stats:
HP: 54
Energy: 62
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Boosts: none
Other: none


Baltoy [Bishop] (U)
Nature: Relaxed

Stats:
HP: 34
Energy: 41
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (55/1.15v) (-)
Boosts: none
Other: none



Piplup [Pengwin] (M)
Nature: Relaxed

Stats:
HP: KO (Bishop)
Energy: 53
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 3
SpD: Rank 2
Spe: 35 (-) (Opponent's accuracy boost: 10%)
Boosts: none
Other: none


Monohm [Cid] (M)
Nature: Calm

Stats:
HP: KO (Knight)
Energy: 51
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 3
SpD: Rank 3 (+)
Spe: 60
Boosts: none
Other: none


Nap (Gligar) [Success]
Hydro Pump Baltoy (Monohm) [Success] Damage: 18 Energy Cost: 8
Jump behind Cid and use Confusion to lock Piplup in place (Baltoy) [Success] Energy Cost: 2+1 (for skipping over Cid)
Ice Beam Baltoy (Piplup) [Failed] Energy Cost: 7
{Sand damage}

Earthquake (Gligar) [Success] Damage: 3(27)/4 {Monohm} 3(18)/4 {Piplup} Energy Cost: 6
Earthquake (Baltoy) [Success] Damage: 3(20)/4 {Monohm} 3(13.5)/4 {Piplup} Energy Cost: 6
Yawn Gligar (Piplup) [Success] Energy Cost: 7 –Gligar will fall asleep in 3 actions
Dragon Tail Gligar (Monohm) [Success] Damage: 6 Energy Cost: 4 –Nullifies Power Trick, Yawn
{Sand damage}

Earthquake (Gligar) [Success] Damage: 3(23)/4 {Monohm} 3(15)/4 {Piplup} Energy Cost: 10 –Monohm fainted!
Hydro Pump Baltoy (Monohm) [Failed]
Extrasensory Piplup (Baltoy) [Success] Damage: 11 Energy Cost: 5 –Piplup fainted!
Ice Beam Baltoy (Piplup) [Failed]
{Sand damage, affects no one}


I'll send out TravelLog's two other Pokemon: Go, Don Krow (Murkrow) and Danse Macabre (Lampent)! Deck Knight, counter-attack!
 

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 Well, a few new targets to deal with.

Bishop, start with Trick Room to turn the tides. King and ARMageddon will thank you later, as you can turn the tables on Don Krow. Then use Ancientpower on Danse Macabre to bury it, and finish with Earth Power on Danse Macabre.
If Danse Macabre uses Taunt on the first action, bust it up with Earth Power.

Knight, begin with a Acrobatics on Don Krow to strike it and intercept any attacks. Then Earthquake the field again, hopefully hitting a downed Danse Macabre. Finish up with an Acrobatics on Don Krow.

Bishop: Trick Room ~ Ancientpower (Danse Macabre) ~ Earth Power (Danse Macabre)
Use Earth Power if Danse Macabre Taunts action 1

Knight: Acrobatics (Don Krow, disrupt its attack if possible) ~ Earthquake ~ Acrobatics (Don Krow).
 
Alright, you two are both faster than Bishop, so let's try to finish it off with dual Shadow Balls before it can take action! Thanks to your dark-typing and the fact that you can fly and that you aren't mug slower than knight, you should have no trouble getting that Shadow ball off Don Krow. If it looks like his disruption might work though, combine a 5-clone double team with the shadow ball so you can get it off while knight bothers a clone.

That should KO Bishop, so from there Don Krow either use confuse or nothing (if you Comboed). On your third action, use Night shade.

Danse, with bishop out of the picture, I want you to use Toxic on knight, followed by Hex.

Don Krow:
Shadow ball (bishop)~confuse ray (knight)~ night shade (knight)
IF the disruption looks like it will work, combine double team with shadow ball and push the other actions right.


Danse:
shadow ball (bishop)~toxic(knight)~(hex knight)
IF bishop isn't KOed after action 1, though he should be, use shadow ball on him again for action 2 and push toxic right
 
Rules:
4vs4 Doubles (Open Field)
2 Day DQ
2 Recovery/5 Chills each
All abilities
No items
switch=KO


Knight [Gligar] (M)
Nature: Impish

Stats:
HP: 54
Energy: 62
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Boosts: none
Other: none


Baltoy [Bishop] (U)
Nature: Relaxed

Stats:
HP: 34
Energy: 41
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (55/1.15v) (-)
Boosts: none
Other: none



Murkrow [Don Krow] (M)
Nature: Brave

Stats:
HP: 90
Energy: 100
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 79 (-)
Boosts: none
Other: none


Lampent [Danse Macabre] (Male) (*)
Nature: Modest

Stats:
HP: 90
Energy: 100
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 55
Boosts: none
Other: none


Round 4 Begin!

With Deck Knight having captured two of TravelLog's pieces, the Log of Travel is forced to play his other two pieces: Don Krow the Murkrow and Danse Macabre the Lampent. Deck Knight wastes no time in combating these new threats, quickly moving Knight to A6. Knight whirls about in some Acrobatics while keeping a cautious eye on Don Krow, while TravelLog appears to be deciding between moving Don Krow to SB6 and Don Krow to SBDT31. He takes too long with his decision, however, and Knight simply goes for the kill, scoring a critical hit on the darkly-plumed Mafia boss. TravelLog catches Don Krow in midair and moves him to SB6, finally making up his mind. Don Krow releases a ball of shadows from his beak, leaving Deck Knight's Bishop incredibly low on health. TravelLog then moves Danse Macabre to SB5. The eerie lamp wants to prove his worth, so he too releases a Shadow Ball that connects effortlessly with Bishop. Danse Macabre tried hard enough; the attack does just enough damage to make Bishop faint, giving TravelLog his first capture.

As the Sandstorm chips away at Don Krow and Danse Macabre, Deck Knight moves Knight to EQ6. The ensuing earthquake shakes up the field, but only Danse Macabre is actually affected by the massive tremor. TravelLog ponders for a moment before moving Don Krow to CR5. Don Krow fires some sort of laser light show from its mouth, severly Confusing Knight. With his second move, TravelLog moves Danse Macabre to T7. The lamp spits out a solid spray of some toxic substance, fatally Poisoning Knight.

Deck Knight attempts to move Knight to A6, but his hand slips, instead landing on the dreaded space C3. Knight attempts more Acrobatics, but he is instead so Confused that he crash-lands, hurting himself in confusion. The poor Gligar can't catch a break, can he? TravelLog continues putting pressure on Knight with Don Krow to NS7. The area around Knight turns to a shade of black as dark as night, and Knight appears visibly pained on the inside. TravelLog ends this round with Danse Macabre to H6. As if the Night Shade wasn't enough, now Danse Macabre is putting a hex on Knight. The Sandstorm rages as Knight attempts to recover from the torment of this round.

End Round 4


Knight [Gligar] (M)
Nature: Impish

Stats:
HP: 23
Energy: 47
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Boosts: none
Other: Confused (2 actions), Fatal Poison (2)


Baltoy [Bishop] (U)
Nature: Relaxed

Stats:
HP: KO (Danse Macabre)
Energy: 41
Atk: Rank 2
Def: Rank 3 (+)
SpA: Rank 2
SpD: Rank 3
Spe: 47 (55/1.15v) (-)
Boosts: none
Other: none



Murkrow [Don Krow] (M)
Nature: Brave

Stats:
HP: 63
Energy: 82
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 79 (-)
Boosts: none
Other: none


Lampent [Danse Macabre] (Male) (*)
Nature: Modest

Stats:
HP: 74
Energy: 82
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 55
Boosts: none
Other: none


Acrobatics Murkrow (Gligar) [Success] Damage: 21 Energy Cost: 6 –Critical Hit!
Shadow Ball Baltoy (Murkrow) [Success] Damage: 14 Energy Cost: 6
Shadow Ball Baltoy (Lampent) [Success] Damage: 20 Energy Cost: 5 –Baltoy Fainted!
Trick Room (Baltoy) [Failed]
{Sand damage}

Earthquake (Gligar) [Success] Damage: 3(21.75)/4 {16} {Lampent} Energy Cost: 6
Confuse Ray Gligar (Murkrow) [Success] Energy Cost: 5 –Gligar was severely confused! {3 actions}
Toxic Gligar (Lampent) [Success] Energy Cost: 7 –Gligar was fatally Poisoned!
Ancientpower Lampent (Baltoy) [Failed]
{Sand damage}

Acrobatics Murkrow (Gligar) [Failed] Damage to self: 1 Energy Cost: 3
Night Shade Gligar (Murkrow) [Success] Damage: 10 Energy Cost: 7
Hex Gligar (Lampent) [Success] Damage: 2(9.5) {19} Energy Cost: 6
Earth Power Lampent (Baltoy) [Failed]
{Sand damage}


Sand's up for another 3 rounds. Deck Knight, send out your next Pokemon; TravelLog, post your actions afterward.
 
Alright guys! Lets finish off Knight!

Don Krow:
Night Shade (Knight)~Roost~Shadow Ball (ARMageddon).
IF ARMaggedon Taunts you, replace Roost with another Shadow Ball

Danse:
Hex (Knight)~Taunt (ARMageddon)~trap ARMageddon on the ground with a nice cage made from a Fire Spin
IF you are taunted by ARMaggedon before you can yourself use Taunt, move Fire Spin up one action and use Heat Wave on it (it will disrupt the Fire Spin, but given the amount of flames should almost ensure a nasty burn)!
 

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
btw. Dummy I think you missed Lampent's Energy reductions.

Alright Knight, time to go out with style. Start with a final Acrobatics on Don Krow. Your foes seem intent on taking you out, so lets finish with style. Keep using Acrobatics on Don Krow until you're out.

ARMageddon. Start this off with a Encore Danse Macabre's Hex, making it repeat the attack. Then Earth Power Danse Macabre. Finish with Trick Room.

Knight: Acrobatics (Don Krow) ~ Acrobatics (Don Krow) ~ Acrobatics (Don Krow)

ARMageddon: Encore (Danse Macabre Hex) ~ Earth Power ( Danse Macabre) ~ Trick Room
 
Rules:
4vs4 Doubles (Open Field)
2 Day DQ
2 Recovery/5 Chills each
All abilities
No items
switch=KO


Knight [Gligar] (M)
Nature: Impish

Stats:
HP: 23
Energy: 47
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Boosts: none
Other: Confused (2 actions), Fatal Poison (2)


Breezi [ARMageddon] (F)
Nature: Quiet

Stats:
HP: 90
Energy: 100
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 73 [85/1.15v] (-)
Boosts: none
Other: none



Murkrow [Don Krow] (M)
Nature: Brave

Stats:
HP: 63
Energy: 82
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 79 (-)
Boosts: none
Other: none


Lampent [Danse Macabre] (Male) (*)
Nature: Modest

Stats:
HP: 74
Energy: 82
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 55
Boosts: none
Other: none


Round 5 Begin!

His piece may be a bit confused, but Deck Knight's mind is clear. He deftly moves Knight to A6 and lets his Gligar do the work. Knight performs some impressive Acrobatics, ultimately striking Don Krow for a large amount of damage. TravelLog maneuvers his way through the playing field to move Don Krow to NS7. Again Knight is surrounded by that painful Night Shade, dropping his health to dangerous levels. Deck Knight then makes an intriguing move: ARMageddon to E10. The tiny Breezi begins clapping profusely; TravelLog, as with many superstars, basks in the praise for long enough that his turn for moving Danse Macabre expires. He'll just have to give an Encore performance and leave Danse Macabre at H5. The hex that Knight was afflicted with continues; the torment gradually becomes so all-consuming that Knight faints from exhaustion.

As TravelLog collects his captured piece, he also moves Don Krow to R11. The bird lightly flutters down to the ground before roosting. He regains a sizable amount of health, but not attacking has given Deck Knight all the time he needs to move ARMageddon to EP7. Calling upon the power of the Earth, ARMageddon delivers a powerful blow to Danse Macabre's small lamp-like body. Speaking of Danse Macabre, TravelLog, still reveling in his glory, fails to move him, forcing another Hex. Unfortunately, Knight was already returned to his Poke Ball, meaning the attack does nothing. TravelLog, I would advise paying more attention in future rounds. :P

TravelLog finally snaps out of his euphoria and moves twice: Don Krow to SB6 and Danse Macabre to FS3. Don Krow's Shadow Ball strikes first, simultaneously lowering ARMageddon's Special Defense. This adds additional damage to Danse Macabre's Fire Spin, which pins ARMageddon to the floor. Despite being in a tight spot, Deck Knight maneuvers through the heat-seeking flames to move ARMageddon to TR10. Suddenly, the room begins warping, like reality is being distorted; looks like ARMageddon has set up a Trick Room, allowing slower Pokemon to move earlier for 5 rounds! But what's this? In spite of her treacherous situation, ARMageddon has remained Persistent, boosting Trick Room's duration to 6 rounds! What a feel-good story.

End Round 5


Knight [Gligar] (M)
Nature: Impish

Stats:
HP: KO (Danse Macabre)
Energy: 0
Atk: Rank 3
Def: Rank 5 (+)
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 85
Boosts: none
Other: none


Breezi [ARMageddon] (F)
Nature: Quiet

Stats:
HP: 66
Energy: 73
Atk: Rank 2
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 73 [85/1.15v] (-)
Boosts: -1 SpD (3 actions)
Other: Fire Spin (3 actions)



Murkrow [Don Krow] (M)
Nature: Brave

Stats:
HP: 67
Energy: 58
Atk: Rank 4 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 79 (-)
Boosts: none
Other: none


Lampent [Danse Macabre] (Male) (*)
Nature: Modest

Stats:
HP: 56
Energy: 67
Atk: Rank 1(-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 55
Boosts: none
Other: none


Acrobatics Murkrow (Gligar) [Success] Damage: 16 Energy Cost: 6
Night Shade Gligar (Murkrow) [Success] Damage: 10 Energy Cost: 7
Encore Lampent (Breezi) [Success] Energy Cost: 10
Hex Gligar (Lampent) [Success] Damage: 2(9.5) {19} Energy Cost: 6 –Gligar Fainted!

Roost (Murkrow) [Success] HP Restored: 20 Energy Cost: (90)/10+2 {11}
Earth Power Lampent (Breezi) [Success] Damage: 18 Energy Cost: 7
Hex Gligar (Lampent) [Failed] Energy Cost: 6

Shadow Ball Breezi (Murkrow) [Success] Damage: 10 Energy Cost: 6 - -1 SpD
Fire Spin Breezi onto the ground (Lampent) [Success] Damage: 12+2 per action Energy Cost: 3
Trick Room (Breezi) [Success] Energy Cost: 10
{Fire Spin}


Trick Room will be up for 6 more rounds. I'll send out Deck Knight's final Pokemon: "Go, King (Trapinch)!" Deck Knight, act now!
 
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