Albinoloon vs. Spenstar

Status
Not open for further replies.
Rules
Pokemon: 3v3
Format: Singles
DQ: 2 days
Items: None
Switch: KO
Abilities: All
0 Recoveries/2 Chills

Arena
Joseph's house
Located in a lower-lower class neighborhood in Tennessee, this small duplex is the arena. The front yard is fairly small, with the road 7 yards away from the house. The backyard's boundaries are unidentifiable, as there is no fence or landmark distinguishing them. There are a few small trees, about 20 feet high and easy to climb. It is in the wee hours, and a group of resident teenagers are playing a large-scale of hide-and-seek. Their base is a grill with the only light source a porch light directly above. There are 8 teenagers playing, and as the rounds progress, it will begin to mist, making fire type-moves obsolete(1/3 power) and fog will roll in. The teenagers have just started a round. Once the teenagers begin to notice the battle, they will crowd around to spectate.

Arena Effects
-After the completion of 3 rounds light misty rain will start. The rain will weaken fire moves by 1/3 but can be cancelled out by other weather moves/abilities.

Albinoloon's Team
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Shellder [Serd(M)]
Nature: Rash (Special attack increaed by a *; special defence decreased by a *)

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

Abilities:
Shell Armor:(Innate)This Pokemon’s thick, bony outer shell prevents it from taking critical hits.
Skill Link:(Innate)This Pokemon’s skillfull aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).
Overcoat(DW):(Innate)This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3(+)
SpD: Rank [Below 1](-)
Spe: 40

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

Tackle
Withdraw
Supersonic
Icicle Spear
Leer
Protect
Clamp

Payback
Hail
Blizzard

Water Pulse
Mud Shot
Rock Blast
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Lampent (Vayn) F
Nature: Modest (ATK reducad by *; SATK increased by *)
Personality: Since her evolution, she has recognized how to recognize patterns. However, she still seeks to change the environment to her advantage. She has learned the power of force, and recognizes it. She is starting to grow an understanding of pokemon as well as people's thoughts. Her tactics are never thought down upon. Her appearance in a match is enigmatic, as she has an array of different strategies she can use. Now, her fighting style differs from her previous one, as now, she has acess to much more mobility, being able to spread a trail of fire as she floats, or fortifying herself with an army of will 'o' wisps.

Type:
Fire:Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Ghost:Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 20

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

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: (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.

Attacks:

Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Fire Spin
Night Shade
Will 'o' Wisp
Flame Burst
Imprison

Flamethrower
Shadow Ball
Psychic

Acid Armor
Heat Wave
Haze
iaza13404468483900.gif

Spinarak [Frigga(F)]
Nature: Quiet (Special Attack increased by *; A 15% decrease in Base Speed [Rounded Up] and a +10% flat increase in accuracy (e.g. 85 Accuracy becomes 90) on an opponent's attacks.)

Type:
Bug:(Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.)
Poison:(Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.)

Abilities:
Swarm: (Innate) 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, X-Scissor from 8 to 10)
Isomnia:(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.
Sniper(DW):(Innate)This Pokemon has deadly accuracy and strikes sensitive points, increasing its critical hit bonus from +3 to +5 on single attacks, +2 to +3 on two-hit attacks, and +1 to +2 on multi-hit attacks.



HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3(+)
SpD: Rank 2
Spe: 26(-)

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

Moves:
Poison Sting
String Shot
Scary Face
Constrct
Leech Life
Night Shade
Shadow Sneak
Fury Swipes

Psychic
Sludge Bomb
Toxic

Electronet
Disable
Night Slash

Spenstar's Team
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Revenankh [Grave] (Male)
Nature: Adamant (Attack increased by *; Special Attack reduced by *)
Type: Fighting/Ghost
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters
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.

Abilities:
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.
Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Stats:

HP: 100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 2 (-1)
SpD: Rank 4
Spe: 65

MC: 0
DC: 1/5

Attacks:
Wrap(*)
Bide(*)
Sand Tomb(*)
Wring Out(*)
Rock Tomb(*)
Arm Thrust(*)
Mean Look(*)
Glare(*)
Shadow Punch(*)

Shadow Sneak(*)
Force Palm(*)
Curse(*)

Drain Punch(*)
Bulk Up(*)
Substitute(*)

Power Whip
Rock Slide
Hammer Arm
559.gif

Scraggy [Brick] (Male)
Nature: Adamant

Type:
Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
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.

Stats:
Scraggy
HP: 90
Atk: Rank 4(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 48

EC: 0/6
MC: 0
DC: 0

Abilities:
Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage. This boost is maintained at the end of each round.
Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.
Intimidate: (DW) (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.

Attacks:
Leer
Low Kick
Sand-Attack
Faint Attack
Headbutt
Swagger
Brick Break
Payback

Zen Headbutt
Drain Punch
Counter

Toxic
Rock Slide
Bulk Up

Hi Jump Kick
Focus Punch
618.gif

<Stunfisk> [Haxsis] (Female)
Nature: Quiet (Special Attack increased by (1), Speed divided by 1.15)
Type: Ground/Electric
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.
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:
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
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.
Sand Veil: (DW) (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.

Stats:

Stunfisk
HP: 110
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+1)
SpD: Rank 4
Spe: 27 (-1)

MC: 0
DC: 0/5

Attacks:
Mud-Slap
Mud Sport
Bide
Thunder Shock
Mud Shot
Camouflage
Mud Bomb
Discharge

Earth Power
Yawn
Spark

Earthquake
Slime Wave
Scald

Turn Order
Albinoloon sends out his first Pokemon
Spenstar sends out his first Pokemon and issues actions
Albinoloon issues actions
I ref

Good luck!
 
Go, Grave the Revenankh!

Alright buddy, start out with a Substitite of 25 HP to render his status moves useless! Then use Rock Slide, followed by Rock Tomb. Let's do this!
 
I wasn't planning on letting status get in my way, but let's deal with that substitute nevertheless. Use a string shot to attach the substitute to the house, while creating tension between the house and a tree, creating a crude slingshot, then fury swipe the thread to launch ths substitute to a neibourhing house. Lastly, if the substitute is still there, give the ol one-two with a night slash. If not, shadow sneak away from the rock tomb.

String Shot (slingshot mechanism) - Fury Swipes (activate the slingshot) - Night Slash/Shadow sneak (dodge)
 
Ok so creativity is awesome, but I really think the String Shot Slingshot is pushing it a little too far. Any way I could attempt to model it would result in a Normal or Fighting type attack, both of which Grave is immune to anyway. Sorry Albino but I think you just went a little too out of the box.

frontnormal-mrevenankh.png

Grave (M)
HP: 100
EN: 100
SPEED: 65
STAT: N/A
OTHER: N/A

VS.

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Frigga (F)
HP: 90
EN: 100
SPEED: 26
STAT: N/A
OTHER: N/A

We kick off this battle on a neighbourhood street with two Pokemon that definitely don't belong there. First there is Spenstars ghostly fighter, Grave the Revenankh! Then Albinoloon matches it with the poison spider, Frigga the Spinarak! They definitely want to get right down too it as well. Grave begins with a 25 HP Substitute, just in case Frigga wanted to try any shenanigans. Indeed that is what the spider attemps, but unfortunately her String Shot hits nothing but substitute! Grave responds by grabbing some rocks from one of the nearby garden beds and hurling them at Frigga for a Rock Slide. She tries to respond with some Fury Swipes, but unfortunately both Grave and his ghostly substitute are immune to them. Grave chuckles at the now two failed attempts to dismiss his substiture, but gets egg on his face when he misses with a Rock Tomb. Frigga finally looks to have figured out how to deal with the spooky doll, as she Night Slashes it for a good bit of damage.

frontnormal-mrevenankh.png

Grave (M)
HP: 75
EN: 68
SPEED: 65
STAT: N/A
OTHER: Substitute (17 HP)

VS.

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Frigga (F)
HP: 71
EN: 86
SPEED: 26
STAT: N/A
OTHER: N/A

Action 1
Grave: Substitute (25 HP) > Grave created a substitute! [22 EN]
Frigga: String Shot > Failed [4 EN]

Action 2
Grave: Rock Slide > (8 + (5-2)*1.5)*1.5 = 18.75 = 19 [19 DMG] [6 EN]
Frigga: Fury Swipes > Failed [3 EN]

Action 3
Grave: Rock Tomb > MISS [4 EN]
Frigga: Night Slash > (7 + (2-3)*1.5)*1.5 = 8.25 = 8 [8 DMG] [4 EN]

Albinoloon issues actions
Spenstar issues actions
I ref

Also if we could keep all posts not containing actions out of the thread it would be much appreciated, just keeps it all looking much more nice and tidy. Keep those such things to PM or VM please.
 
Well, that was a terrible start. Things will obviously go downhill from that, and that substitute's still up, so that will take up this entire round.

Night Slash - Night Slash - Poison Sting(if the substitute is actually down, Night Slash)
 
Great job Grave! Night Slash is a physical move, so let's try...

Bulk Up-Rock Slide-Bulk Up (If Rock Slide misses, use Shadow Punch on action 3 instead)
 
frontnormal-mrevenankh.png

Grave (M)
HP: 75
EN: 68
SPEED: 65
STAT: N/A
OTHER: Substitute (17 HP)

VS.

iaza13404468483900.gif

Frigga (F)
HP: 71
EN: 86
SPEED: 26
STAT: N/A
OTHER: N/A

Grave begins this second round quite chuffed at his earlier efforts, and begins to Bulk Up his chest and arms to show this off. Frigga meanwhile seems to have figured out how to deal with this substitute, as she once again slashes away with a dark claw. Grave now unleashes an even stronger Rock Slide than before, making Frigga cringe. She is however able to muster up yet another Night Slash, but the repeated use is really tiring her out. Grave takes the opportunity to get even more bulky, and finally Frigga is able to do just enough damage to bring the substitute down with her Poison Sting.

frontnormal-mrevenankh.png

Grave (M)
HP: 75
EN: 50
SPEED: 65
STAT: +2 Att, +2 Def
OTHER: N/A

VS.

iaza13404468483900.gif

Frigga (F)
HP: 51
EN: 62
SPEED: 26
STAT: N/A
OTHER: N/A

Action 1
Grave: Bulk Up > +1 Att, +1 Def [6 EN]
Frigga: Night Slash > (7 + (2-3)*1.5)*1.5 - 1.5 = 6.75 = 7 [7 DMG] [9 EN]

Action 2
Grave: Rock Slide > (8 + (5-2)*1.5)*1.5 + 1.5 = 20.25 = 20 [20 DMG] [6 EN]
Frigga: Night Slash > (7 + (2-3)*1.5)*1.5 - 1.5 = 6.75 = 7 [7 DMG] [13 EN]

Action 3
Grave: Bulk Up > +1 Att, +1 Def [6 EN]
Frigga: Poison Sting > (4 + 3 + (2-3)*1.5) - 3 = 2.5 = 3 [3 DMG] [2 EN]
Grave's substitute broke

Spenstar issues actions
Albinoloon issues actions
I ref
 
Doing great Grave!

Rock Slide-Chill-Rock Slide If he uses a non-offensive move on you, use Substitute(15 HP) and push all actions to the right.
 
Looks like we're between a rock and a hard place!

To begin, let's slow the mummy boy down with two electronets, then, give him a taste of his own medicine by launching him with the rocks he just threw at you with a psychic!

Electronet - Electronet - Psychic(rocks)
 
frontnormal-mrevenankh.png

Grave (M)
HP: 75
EN: 50
SPEED: 65
STAT: +2 Att, +2 Def
OTHER: N/A

VS.

iaza13404468483900.gif

Frigga (F)
HP: 51
EN: 62
SPEED: 26
STAT: N/A
OTHER: N/A

We come back to round 3 with Grave still firmly in control. He does seem a little miffed that his substitute was finally destroyed though, so he immediately conjures up another, albeit slightly weaker Substitute. Good thing he did too, because it makes moot Frigga's attempt to slow him down with an Electroweb but it does do light damage. Grave then follows this up with another Rock Slide, but it misses once again! It is only a little spider, so she could be a tough target to aim at. Fragga doesn't capitalise on the miss though, just spitting another Electroweb at the substitute, still doing next to nothing. While I don't think it was going to be running around too fast anyway, the little doll is certainly stuck in place now. After these efforts Grave seems to think Frigga isn't worth his time, because he just sits back and Chills rather than attacking. Frigga finally works out its time to do some damage, so she uses her Psychic powers to throw the same rocks back at Grave. They hit the substitute, but in a strange special form rather than a normal physical one. Unfortunately Grave is equally tough on that side of the spectrum, and they (like most of Frigga's attacks) do minimal damage, leaving the substitute just hanging on. It looks only a matter of time until Grave takes care of the little spider in what is proving to be exactly the miss match it looked like from the outset.

frontnormal-mrevenankh.png

Grave (M)
HP: 60
EN: 44
SPEED: 65
STAT: +1 Att, +1 Def
OTHER: Substutute (1 HP)

VS.

iaza13404468483900.gif

Frigga (F)
HP: 51
EN: 39
SPEED: 26
STAT: N/A
OTHER: N/A

Action 1
Grave: Substitute (15 HP) > Grave created a substitut [12 EN]
Frigga: Electroweb > 6 + (3-4)*1.5 = 4.5 = 5 [5 DMG] [10 EN]

Action 2
Grave: Rock Slide > MISS! [6 EN]
Frigga: Electroweb > 6 + (3-4)*1.5 = 4.5 = 5 [5 DMG] [10 EN]

Action 3
Grave: Chill [+12 EN]
Frigga: Pychic (Rocks) > Special Attack Rock Throw > (5 + (3-4)*1.5) = 3.5 = [4 DMG] [7 EN]

Ok so I modelled the Psychic as a special attack with Rock Throws base power, accuracy and effects. If i may give some advice Albino, I would start dishing out some damage as soon as you can, Grave is sure not to keep on missing forever.

Albinoloon issues actions
Spenstar issues actions
I ref
 
OK, this is getting tedious.

Frigga, looks like we have a glimmer of hope! First, start of by distroying that substitute with a poison sting! Then, fire off a sludge bomb to rack up some damage! Lastly, chill.

Poison Sting- Sludge Bomb - chill
 
frontnormal-mrevenankh.png

Grave (M)
HP: 60
EN: 44
SPEED: 65
STAT: +1 Att, +1 Def
OTHER: Substutute (1 HP)

VS.

iaza13404468483900.gif

Frigga (F)
HP: 51
EN: 39
SPEED: 26
STAT: N/A
OTHER: N/A

We're back to Joseph's neighbourhood where the battlers are going to give the local teenagers bad ideas. Grave once again picks up rocks and hits with another Rock Slide on Frigga. The poison bug brushes off the hit to finally bring down the substitute with a Poison Sting. But Grave pops right out from behind the now dead doll with a Shadow Punch! Frigga appears to have had enough, and finally decides to do some real damage, hurling a Sludge Bomb at the mummy that hits it critically! Food thing she got that in now too, because Grave's next Rock Slide is finally enough to bring her down.

EDIT: Also, the light rain started at the end of last round and was almost completely forgotten by the ref! It had no effect on this round anyway but take note that it's out there.

frontnormal-mrevenankh.png

Grave (M)
HP: 46
EN: 29
SPEED: 65
STAT: N/A
OTHER: N/A

VS.

iaza13404468483900.gif

Frigga (F)
HP: KO

Action 1
Grave: Rock Slide > (8 + (5-2)*1.5)*1.5 + 1.5 = 20.25 = 20 [20 DMG] [6 EN]
Frigga: Poison Sting > (4 + 3 + (2-3)*1.5) -1.5 = 4 [4 DMG] [2 EN]
Grave's substitute broke!

Action 2
Grave: Shadow Punch > (6 + 3 + (5-2)*1.5) + 1.5 = 15 [15 DMG] [3 EN]
Frigga: Sludge Bomb > CRIT! > (9 + 3 + 3 + (3-4)*1.5) = 13.5 = 14 [14 DMG] [6 EN]

Action 3
Grave: Rock Slide > (8 + (5-2)*1.5)*1.5 + 1.5 = 20.25 = 20 [20 DMG] [6 EN]
Frigga is knocked out!

Grave is looking pretty tired, so you should make sure whatever you send out next will be able to take advantage of it Albino.

Albinoloon sends out his next Pokemon
Spenstar issues actions
Albinoloon issues actions
I ref
 
Here we go, buddy! Let's scare the crap out of him like a McCain TV campaign ad. Only, one that actually works!

Grave: Those don't exist.

Me: ...touche...

Glare-Drain Punch-Power Whip but if Serd averts his gaze to avoid the glare, use Hammer Arm instead!
 
Well, Serd, looks like we have to take a hit, but that won't be a problem!

Start off by protecting, to negate any glares from our very rude mummy friend. Then, show him who's boss with some payback! Lastly, when he uses power whip, protect once more!

Protect - Payback - Protect
 
frontnormal-mrevenankh.png

Grave (M)
HP: 46
EN: 29
SPEED: 65
STAT: N/A
OTHER: N/A

VS.

iaza13404475618900.gif

Serd (M)
HP: 90
EN: 100
SPEED: 40
STAT: N/A
OTHER: N/A

Albinoloon kicks off round 5 by sending out his little blue Shelder, Serd. I bet he's hoping Serd fares a little better than Frigga did. Indeed Serd's strategy is more sound from the get go, as he Protects himself from Grave's menacing Glare, rendering it useless. Grave then decides it's time to regain some health, as he channels strange energy into his fist resulting in a punch that drains Serd of his life. Serd isn't fazed by this however, and quickly gets some Payback to deal what was healed plus a little more. Grave then lines up for the kill, unravelling one of his bandages to use as a Power Whip! Serd once again has this one well scouted and Protects himself from the attack, albeit at the cost of some energy. Serd's energy woes are nothing compared to Grave though, who is now very close to passing out due to exhaustion.

frontnormal-mrevenankh.png

Grave (M)
HP: 43
EN: 3
SPEED: 65
STAT: N/A
OTHER: N/A

VS.

iaza13404475618900.gif

Serd (M)
HP: 77
EN: 72
SPEED: 40
STAT: N/A
OTHER: N/A


Action 1
Grave: Glare > Serd is protected! [6 EN]
Serd: Protect [7 EN]

Action 2
Grave: Drain Punch > (8 + 3 + (5-4)*1.5) = 12.5 = 13 [13 DMG] [12 EN] [+7 HP]
Serd: Payback > (10 + (3-3)*1.5) = 10 [10 DMG] [7 EN]

Action 3
Grave: Power Whip > (12 + (5-4)*1.5)*1.5 = 20.25 = 20 > Serd is protected! [8 EN]
Serd: Protect [14 EN]

Albinoloon issues actions
Spenstar issues actions
I ref
 
OK, Serd- we've got this in the bag!

If he doesn't chill the first round,
Protect - Protect - Protect

If he does,
Supersonic - Icicle Spear/Protect(if an attack) - Icicle Spear/Protect(if an attack)
 
Grave, you did great, and now it's time to pave the way for the next Pokemon! Chill, but I want you to plug up your ears while chilling so you don't hear the supersonic. Then use Bide! If you can, try to unleash the energy at the end of the round rather than at the beginning of the next round, though forfeiting your first action next round. I just want to get the full force of the bide in within a round.
 
Ok, a few starting remarks. I do not believe it is acceptable to both try to avoid the effects of an attack and chill on the same action, and that doesn't go into the legitmacy of blocking your ears to avoid Supersonic. Also I won't be allowing you to play with the action order to release Bide. Finally, I only checked for confusion in starting the Bide attack (which was passed) as I feel that the act of biding (and therefore not doing anything) would prevent confusion from overcoming Grave. Any issues with this then feel free to VM me or whatever, but I'm pretty happy that it all works as it should.

frontnormal-mrevenankh.png

Grave (M)
HP: 43
EN: 3
SPEED: 65
STAT: N/A
OTHER: N/A

VS.

iaza13404475618900.gif

Serd (M)
HP: 77
EN: 72
SPEED: 40
STAT: N/A
OTHER: N/A

We kick off this round with an extremely tired Grave chilling out to regain some much needed energy. Serd takes advantage of this by releasing a Supersonic noise which intensely confuses the mummy! Grave is barely able to overcome this confusion before engulfing himself in a strange white light in a zen like state. Serd is a little confused as to what is going on, but proceeds with his Icicle Spear, greatly boosted by his Skill Link ability to do some great damage. The final action of the round sees much the same thing happen, Grave remains still biding his time and Serd fires off another round of Icicle Spears.

frontnormal-mrevenankh.png

Grave (M)
HP: 7
EN: 15
SPEED: 65
STAT: N/A
OTHER: Biding (36 energy stored to date)

VS.

iaza13404475618900.gif

Serd (M)
HP: 77
EN: 48
SPEED: 40
STAT: N/A
OTHER: N/A
Action 1
Grave: Chill [+12 EN]
Serd: Supersonic > Grave was intensely confused! [4 EN]

Action 2
Grave: Biding
Serd: Icicle Spear > (15 + 3 + (3-3)*1.5) = 18 [18 DMG] [8 EN]

Action 3
Grave: Biding
Serd: Icicle Spear > (15 + 3 + (3-3)*1.5) = 18 [18 DMG] [12 EN]

Spenstar issues actions
Albinoloon issues actions
I ref
 
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