Dogfish44 vs. shadowbone66: Fighting for Peace (Korski refs)

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Two trainers silently enter an immense temple. Large statues line the great hall, leading up to an immense, marble likeness of Balder, the Norse god of peace and joy. The trainers approach the statue and kneel out of grave respect for the magical aura they feel pulsing through their veins. They ask for the god’s blessing before turning to each other and shaking hands, again, out of respect for each other and for the honor of the imminent battlers. They then silently move to opposite ends of the Temple to square off.

Battle On!

Arena:
Temple of Balder. The Norse god of peace and joy, this temple was built out of respect. It is said that being here can enforce a stronger willpower or improved health, and it has yet been unknown for any maladies to be obtained here. The temple is sacred, but the courtyard is suitable for battling on.

Arena effects: All pokémon have a permanent safeguard. Pokémon also learn the following actions:

Prayer for Peace: You regain 10 HP and 5 EN.
Prayer for Power: All stats are boosted by 1, similar to the effect of an Ominous Wind boost (10 EN).
Prayer for Justice: You lose 5 HP, and a Heavenly Anvil falls from the sky, doing 12 damage (10 EN).
Prayer for Courage: If you are below 50% of your original HP, this will give all attacks a +1 bonus to base power for the next 9 actions. If above 50%, this fails.

Rules:
Switch = TRULZY (KO)
One Ability
Items = Popple (None)

Teams:

Dogfish44:
527.png

Woobat [Fledermaus] (F)
Nature: Modest (+ Sp.ATK ; - ATK)
Type: Psychic / Flying
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.
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:
Unaware (Innate): When this Pokemon is released, a light aura enshrouds the opponent, nullifying all stat boosts or reductions other than Speed, it remains while this Pokemon is active.
Klutz (Can be Disabled): The Pokemon moves in a rare style of battling that uses an unpredictable, clumsy looking manner. The accuracy of its attacks are increased by 10% (flat). While engaging in this style it cannot use a hold item, however an item is necessary to pull it off.
Simple (DW) (Innate): This Pokemon innately exaggeates the effect of stat boosts and drops to the point where they have double the effectiveness, but the same actual stage. (e.g. Swords Dance/Screech is still a 2 stage boost/drop but is calculated as 4 stages). Stat benefits/reductions still maximize at 6 effective stages.

Stats:
90 HP
ATK: 1 (-)
DEF: 2
Sp.ATK: 3 (+)
Sp.DEF: 2
Speed: 72

EC: 0/6
MC: 0
DC: 4/5

Attacks:
Confusion
Odor Sleuth
Gust
Assurance
Heart Stamp
Imprison
Air CUtter
Attract

Stored Power
Supersonic
Knock Off

Energy Ball
Charge Beam
Shadow Ball

Psychic
Calm Mind
Dogfish44 will be cashing in Fledermaus’s 1 DC at the start of the match to unlock its Dream World ability, Simple!

261.png

Poochyena [Sam] (Male)
Nature: Adamant (Boosts ATK ; Decreases Sp.ATK)
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.

Abilities:
Run Away: This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.
Quick Feet: This Pokemon feels a sense of anxiety when afflicted with a status condition and its speed increases by 50% (x1.5). Although it can still be fully paralyzed, it will not suffer the speed drop.
Rattled (DW): These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Stats:

Poochyena
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 35

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

Attacks:
Tackle
Howl
Sand Attack
Bite
Odor Sleuth
Roar
Swagger

Thunder Fang
Fire Fang
Ice Fang

Taunt
Payback
Torment
191.png

Sunkern [Sunkool] (F)
Nature: Modest

Type:
Grass: Grass STAB; Immunity to Leech Seed, Growth, Moonlight, Morning Sun, Nature Power, Sunny Day, Sweet Scent, and Swords Dance have have Energy Cost reduced by one (1).

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
Sp.Atk: Rank 3 (+)
Sp.Def: Rank 2
Speed: 30

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

Abilities:
Chlorophyll: During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.
Solar Power: When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).
Early Bird [DW]: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.

Attacks:
Absorb
Growth
Mega Drain
Ingrain
GrassWhistle
Leech Seed
Endeavor
Worry Seed
Sunny Day

Bide
Leech Seed
Nature Power

Sludge Bomb
SolarBeam
Hidden Power Fire

shadowbone66:
633.png

Deino [Leslie] (Female)
Nature: Naive
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.

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:
Ability 1: Hustle(Can be Enabled)
This Pokemon puts immense force and speed in its physical attacks, increasing the Base Attack Power of all its physical attacks by three (3), but the haste used lowers their accuracy to 80% of normal.


Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 1 (lowered by Nature)
Spe: 43 (boosted by Nature, 5.3% flat Accuracy boost)

EC: 3/9
MC: 4

Attacks:
Tackle
Dragon Rage
Focus Energy
Bite
Headbutt
Dragonbreath
Roar
Crunch
Dragon Rush

Fire Fang
Thunder Fang
Dark Pulse

Work Up
Substitute
Return
Taunt
Spr_4h_079.png


Slowpoke [Paul] (Male)
Nature: Sassy
Type:
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

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:
Ability 1: Oblivious (Innate)
This Pokemon is incapable of being effected by Attract or Cute Charm.

Ability 2: Own Tempo (Innate)
This Pokemon moves at its own pace and cannot be confused by any method.

Ability 3: Regenerator (Innate, DW, Dormant)
When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 2
SpD: Rank 3 (boosted by nature)
Spe: 13 (lowered by nature, flat 10 point decrease in evasion)

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

Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt

Zen Headbutt
Me First
Mud Sport

Surf
Psychic
Calm Mind
Scald
ScratchetM.png

Scratchet [Raptor] (M)
Nature: Adamant (+Attack, -Sp. Attack)
Type: Normal/Fighting
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
Scrappy: (Innate) This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Vital Spirit (DW): (Innate, Dormant) 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.

HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 0 (-)
SpD: Rank 3
Spe: 40

Attacks
Fury Swipes
Harden
Focus Energy
Rock Smash
Roar

Roost
Confuse Ray
Memento

Brick Break
Return
Work Up

1. Dogfish44 sends out Pokemon + ability
2. shadowbone66 sends out Pokemon + ability, issues actions
3. Dogfish44 issues actions
4. Korski refs

Let's see who can best curry the favor of the gods!
 
Go! Leslie the-wait. What the- LESLIE IS EVOLVING! B'D

File:Spr_5b_634.png


Zweilous
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (lowered by nature)
Spe: 67 (raised by nature, flat 6 base accuracy increase)

He also learns Double Hit, but whatevs.

Now, that new head may seem strange, but work with him! (Him? o3o)

Taunt that Sunkern! Make it FURIOUS. Then, make a combo of Crunch and Fire Fang!
 
Good Sunkern, you've already achieved your purpose by getting Zweilous out.

Now to deal with him - Solarbeam, then Sludge Bomb. Then finish off with another Solarbeam.
 
Peace is abandoned early on in this battle, while, after being Taunted, Sunkool draws in what little energy it can from the sun through a crack in the Temple's ancient infrastructure and fires off a Solarbeam! Leslie, only slightly phazed, starts plotting something devious while Sunkool fires off a Sludge Bomb for some good damage! Finally, Leslie unveils its hidden plan and lunges at Sunkool, trapping it in the left head's jaw while the other clamps down with a mighty Fire Fang! Ouch, that hurt! Leslie arrogantly drops Sunkool to the floor. That's not very respectful! Let's hope Balder didn't see. It takes a moment to admire the increasing sun energy coming in through the ceiling, but that's not just high noon, it's another Solarbeam right to the face!

~ROUND 1 BEGINS~
191_sunkern_front_norm.png

Sunkool
HP: 90
Energy: 100
Boosts: None
Other: None

634.png

Leslie
HP: 100
Energy: 100
Boosts: None
Other: None

Action 1:

Leslie: Taunt (-10 energy)

Sunkool: Solarbeam (12 damage, -8 energy, crit fails)

Action 2:

Sunkool: Sludge Bomb (11 damage, -7 energy, crit fails, poison fails)

Leslie: Crunch-Fire Fang combo (29 damage, -13 energy, crit fails, burn fails, flinch=non-factor)

Action 3:

Leslie: Rests on laurels

Sunkool: Solarbeam (12 damage, -8 energy, crit fails)

~ROUND 1 ENDS~
191_sunkern_front_norm.png

Sunkool
HP: 61
Energy: 77
Boosts: None
Other: Taunted (3 more actions)
634.png

Leslie
HP: 65
Energy: 77
Boosts: None
Other: None

For Leslie's combo I gave it both STAB for Crunch and 1.5x damage for a SE hit. Let me know if I did anything wrong.

1. Dogfish44 issues actions
2. shadowbone66 issues actions
3. Korski refs
 
When in rome, do what the Romans do! And for our example, let's assume that's winning!

Sludge Bomb ~ Mega Drain ~ Sludge Bomb
 
Heh...let's get CRAFTY.

Make a 12 HP Substitute to start out with. Then, get all Worked Up! HOW DARE THAT LITTLE SEED DIRTY THE DOLL YOU WORKED SO HARD TO MAKE. Punish it with a FANG OF FIRE!
 
shadowbone66 prepares his Leslie for another skirmish in the ancient temple by ordering a 12 HP Substitute, which Sunkool promptly smacks with another Sludge Bomb that can't seem to break the ugly doll version of the ugly monster (no offense, this temple is just so beautiful in comparison)! Leslie takes this advantage to get Worked Up for a period of intense action. Sunkool, meanwhile, musters up a Mega Drain enough to break Leslie's Substitute. Looking for a little HP in return, the poor little thing only gets a face-full of fuzz. Womp womp. To add insult to injury, Leslie fires off a brutal Fire Fang, clutching Sunkool in its jaws yet again! Sunkool manages to get free and get it together enough to send another Sludge Bomb at the now-exposed Leslie to finish out the round!

~ROUND 2 BEGINS~
191_sunkern_front_norm.png

Sunkool
HP: 61
Energy: 77
Boosts: None
Other: Taunted (3 more actions)
634.png

Leslie
HP: 65
Energy: 77
Boosts: None
Other: None

Action 1:

Leslie: Substitute (-12 HP, -9 energy)

Sunkool: Sludge Bomb (11 damage, -7 energy, crit fails, poison=non-factor)

Action 2:

Leslie: Work Up (-7 energy)

Sunkool: Mega Drain (breaks Sub, -9 energy)

Action 3:

Leslie: Fire Fang (14 damage, -5 energy, crit fails, burn fails, flinch fails)

Sunkool: Sludge Bomb (11 damage, -7 energy, crit fails, poison fails)

~ROUND 2 ENDS~
191_sunkern_front_norm.png

Sunkool
HP: 47
Energy: 54
Boosts: None
Other: None
634.png

Leslie
HP: 42
Energy: 56
Boosts: None
Other: +1 Atk/SpA (3 more actions)

No prayers, huh.

1. shadowbone66 issues actions
2. Dogfish44 issues actions
3. Korski refs
 
Ok, first things first. Get behind a 15 HP Substitute. Then, Pray for Courage! And with said Courage, Rush at him like the Dragon you are!

15HP Sub -> Prayer for Courage -> Dragon Rush
 
And the battlers are starting to get worn down. Leslie, apparently finding the events of the prevoius round worth a good chuckle, makes another Substitute and ducks behind it! Sunkool goes with its trusty Sludge Bomb again, which CRITICAL HITS and obliterates Leslie's Substitute into a million pieces (Balder's revenge from round 1, perhaps?) Leslie looks a little jarred from that and vows never to anger the gods again, so it Prays for Courage and swells with an enormous, ethereal light! What faith! Sunkool connects with Mega Drain for unimpressive damage, unfortunately, while soaking up a little in return. Finally, coming down from the Work Up in the previous round and infused with the courage of the gods, Leslie slams forward with a mighty Dragon Rush and knocks Sunkool back against one of the statues! The brave Sunkool responds by Leech Seeding Leslie! What an intense round!

~ROUND 3 BEGINS
191_sunkern_front_norm.png

Sunkool
HP: 47
Energy: 54
Boosts: None
Other: None
634.png

Leslie
HP: 42
Energy: 56
Boosts: None
Other: +1 Atk/SpA (3 more actions)

Action 1:

Leslie: Substitute (-15 HP, -12 energy)

Sunkool: Sludge Bomb (breaks Sub, -7 energy, crit successful)

Action 2:

Leslie: Prayer for Courage - this will give all attacks a +1 bonus to base power for the next 9 actions (no energy cost specified, so +/- 0 energy

Sunkool: Mega Drain (8 damage, +4 HP, -9 energy, crit fails)

Action 3:

Leslie: Dragon Rush (17 damage, -7 energy)

Sunkool: Leech Seed (3 HP sapped, -10 energy)

~ROUND 3 ENDS~
191_sunkern_front_norm.png

Sunkool
HP: 37
Energy: 28
Boosts: None
Other: None
634.png

Leslie
HP: 26
Energy: 37
Boosts: None
Other: +1 boost to Base Power (8 more actions), Leech Seeded (5 more actions)

1. Dogfish44 issues actions
2. shadowbone66 issues actions
3. Korski ref
 
Fixed. I also noticed I forgot to add 4 HP to Sunkool after Mega Drain. That is also fixed. You may proceed.
 
Sludge Bomb ~ Prayer for Justice ~ Sludge Bomb

Sub Move: If Taunted action 1 or 2, replace Prayer for Justice with Mega Drain.
 
Keeping in line with the strategy, Leslie builds up another Substitute, just in time for Sunkool to throw a Sludge Bomb at it! Leslie, safety behind its Substitute, once again Taunts the seedling before it Mega Drains the remainder of Leslie's Sub. Shaking off the deja vu, Leslie flies at Sunkool with a Fire Fang, which Sunkool follows up with another devastating Sludge Bomb, Knocking Out the two-headed beast! But boy, does Sunkool look winded! That was a hard-fought KO, and the gods have surely taken note!

~ROUND 4 BEGINS~
191_sunkern_front_norm.png

Sunkool
HP: 37
Energy: 28
Boosts: None
Other: None
634.png

Leslie
HP: 26
Energy: 37
Boosts: None
Other: +1 boost to Base Power (8 more actions), Leech Seeded (5 more actions)

Action 1:

Leslie: Substitute (-15 HP, -12 energy); Leech Seed -3 HP

Sunkool: Sludge Bomb (11 damage, -7 energy, crit fails), LS +3 HP

Action 2:

Leslie: Taunt (-10 energy); LS -3 HP

Sunkool: Mega Drain (breaks Sub, -9 energy, crit fails); LS +3 HP

Action 3:

Leslie: Fire Fang (14 damage, -5 energy, crit fails, burn fails, flinch fails)

Sunkool: Sludge Bomb (9 damage, -7 energy, crit fails) --> KO

~ROUND 4 ENDS~
191_sunkern_front_norm.png

Sunkool
HP: 29
Energy: 5
Boosts: None
Other: None
634.png

Leslie
HP: 0
Energy: 10
Boosts: None
Other: Kaput

shadowbone needs a new Pokemon.
 
Well it looks like shadowbone66's second Pokemon is going to be Raptor the Scratchet (please select an ability before the next round, btw)! Sunkool looks like it’s about to collapse from fatigue, but it sings a beautiful Prayer for Peace, which looks like it rejuvenated Sunkool a little! Raptor responds with a quick Return, followed by a Brick Break! Wait, why did Sunkool just sit there for that? Raptor doesn’t waste time asking questions and connects with another Return! Wow! Sunkool must’ve just given up on hope, because it continues to sit there as the final blow Knocks it Out for good.

~ROUND 5 BEGINS~
191_sunkern_front_norm.png

Sunkool
HP: 29
Energy: 5
Boosts: None
Other: None
ScratchetM.png

Raptor
HP: 90
Energy: 100
Boosts: None
Other: None

Action 1:

Sunkool: Prayer for Peace (+10 HP, +5 energy)
Raptor: Return (14 damage, -6 energy)

Action 2:

Sunkool: Bide
Raptor: Brick Break (14 damage, -5 energy)

Action 3:

Sunkool: Bide
Raptor: Return (11 damage, -6 energy)

~ROUND 5 ENDS~
191_sunkern_front_norm.png

Sunkool
HP: 0
Energy: 10
Boosts: None
Other: None
ScratchetM.png

Raptor
HP: 90
Energy: 88
Boosts: None
Other: None

Dogfish44 (Pokemon + ability + actions) --> shadowbone66 (raptor's ability + actions) --> Korski
 
Fledermaus! Let's go!

Fledermaus (F ; Simple), begin with an Imprison. Then Prayer for Power, then Psychic.

The reaping begins shortly ^_^
 
Use your inner Prankster to bring him down!

We need to get tricksy to win this matchup, Raptor.

Confuse Ray -> Prayer for Power -> Return
 
~ROUND 6 BEGINS~ and suddenly it becomes clear why Dogfish44 chose these "prayer" rules
woobat.png

Fledermaus
HP: 90
Energy: 100
Boosts: None
Other: None
ScratchetM.png

Raptor
HP: 90
Energy: 88
Boosts: None
Other: None

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

Dogfish44 sends out his Fledermaus the Woobat for a heart-to-heart of PAIN! It goes for an Imprison on Raptor, but the little cub's Prankster ways allowed it to sneak in a Confuse Ray first! Fledermaus becomes severely confused, hurting itself in confusion (and thus failing on Imprison) by flying around in circles and into walls, seemingly unable to understand what's going on! Raptor takes this time to pray to the great Balder for Power with just that, a Prayer for Power. Fledermaus, despite its confusion, manages to do the same and gets real pumped up! Boosting must be pretty Simple awesome pun, Korski! (thanks!) for the little bat, because it had all its stats raised by 2! Uh oh, will things get too powerful for this ancient building? Will Balder end up aiding in the destruction of his own temple? Let's hope not. Finally, after playing mind games with each other and praying a bit, the two competitors actually decide to battle, with Fledermaus firing a mighty Psychic at Raptor, hitting it hard despite its confusion! Raptor fires back with a beefy Return, finishing out the round with a bang!

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

Action 1:

Raptor: Confuse Ray (-5 energy)
Fledermaus: hurts self in confusion (-3 HP, -3 energy)

Action 2:

Raptor: Prayer for Power (All stats are boosted by 1, -10 energy)
Fledermaus: Prayer for Power (All stats are boosted by 2 (Simple), -10 energy)

Action 3:

Fledermaus: Psychic (23 damage, -7 energy)
Raptor: Return (16 damage, -7 energy)

~ROUND 6 ENDS~
woobat.png

Fledermaus
HP: 71
Energy: 80
Boosts: +2 to all stats (+1 after next round)
Other: None
ScratchetM.png

Raptor
HP: 67
Energy: 66
Boosts: +1 to all stats (+0 after next round)
Other: None
 
Fair enough. Let's play the Prankster-abuse this turn, Raptor. Use your epic Rays of Confusion again, followed by an ear-piercing Roar. Finish by Roosting on the ground comfortably.

Confuse Ray -> Roar -> Roost
 
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