Flamestrike vs. -Charmander-: a fight in a graveyard of all places (Korski refs)

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Korski

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BATTLE ON!

Arena: A Graveyard. Dark- and Ghost-type moves will be powered up. A strange curse will raise the energy cost of non-attacking moves by 2 and lower the energy gain from a chill to 10.

Rules:
3 vs. 3 Singles
2 Day DQ
2 Chills / 5 Recovers
Switch=OK
No items
All abilities

TEAMS:

-Charmander-:

Spiritomb [Delicious] (F)

Nature:
Quiet

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.
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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 4 (+)
SpD: Rank 4
Spe: 30 (-)

MC: 0
DC: 0/5

Abilities:

Pressure: (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Infiltrator (DW): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Attacks:
Curse
Pursuit
Confuse Ray
Spite
Shadow Sneak
Faint Attack
Hypnosis
Dream Eater
Ominous Wind

Pain Split
Destiny Bond
Imprison

Hidden Power [Fighting] (7)
Will-O-Wisp
Shadow Ball


Zoroark (Malar) (M)
Nature: Rash (Special Defense reduced by *; Special Attack raised by *).

Type: Dark
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.

Stats:
HP: 90
Atk: Rank 4
Def: Rank 2
SpA: Rank 5 (+)
SpD: Rank 1 (-)
Spe: 105

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

Ability
Illusion: (Innate) Whenever you send this Pokemon out it can feign the appearance of another member on your squad. If this Pokemon is damaged by a direct attack, the Illusion will cease at the end of the round. It will retain the typing and moveset of the Pokemon with Illusion. [Usage Note: PM the ref if you are sending out a Zorua or Zoroark with the info on Zorua/Zoroark and one of your squad members in a Switch=KO battle. You must use that squad member later in the battle though.]


Attacks:

Counter
Dark Pulse
Dig
Extrasensory
Faint Attack
Fake Tears
Fury Swipes
Grass Knot
Leer
Nasty Plot
Pursuit
Scary Face
Scratch
Snarl
Taunt


Syclant [Frostbite] (M)

Nature: Mild

Type:
Ice: Ice STAB; immune to freezing, no vision loss or damage in Hail, perfectly accurate and 30% protect breaking Blizzard in Hail, Hail heals burns on Ice-typed Pokemon. (Glalie/Froslass line, Regice, Baibanira line, and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).

Stats:

HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 121

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

Abilities:
Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Mountaineer: (Innate) This Pokemon is used to scaling and avoiding rocks. It can avoid damage from Stealth Rock when it switches in, and one Rock-type attack per round.
Technician (DW): (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for mutli-hit attacks is increased by two (2).

Attacks:
Leer
Leech Life
Scratch
Focus Energy
Ice Shard
Slash
Icy Wind
Bug Bite
Icicle Spear
Ice Punch
Sheer Cold

Blizzard
Hidden Power [Fire] (7)
Taunt
Substitute

Tail Glow
Counter
Earth Power

Flamestrike:

Carracosta(*) - Shellstrike (M)
Nature: Brave (Adds one Rank to Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 95) on an opponent's attacks)
Type: Water/Rock
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

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

Stats:

HP: 100
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 3
SpD: Rank 3
Spe: 27 (32/1.15v)

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

Attacks:
Bide(*)
Withdraw(*)
Water Gun(*)
Rollout(*)
Bite(*)
Protect(*)
Aqua Jet(*)
AncientPower(*)
Crunch(*)
Wide Guard(*)
Smack Down
Curse
Shell Smash
Rock Slide
Rain Dance
Hydro Pump

Body Slam(*)
Iron Defense(*)
Rock Throw(*)
Knock Off
Whirlpool

Earthquake(*)
Stone Edge(*)
Waterfall(*)
Dig


Cyclohm - Shockstrike (M)
Nature: Modest (Adds one Rank to Special Attack; Subtracts one Rank from Attack)
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.

HP: 110
Atk: Rank 1 (-)
Def: Rank 4
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 80

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

Attacks:
Weather Ball
Whirlwind
Bide
Tackle
Growl
Leer
Dragon Rage
Charge
Thundershock
Rain Dance
Twister
Double Hit
Spark
Sonicboom
Slack Off
Hurricane

Heal Bell
Hydro Pump
Magnet Rise

Draco Meteor

Taunt
Thunderbolt
Thunder
Fire Blast
Volt Change


Golurk(*) - Shadowstrike(U)
Nature: Adamant (Adds one Rank to Attack; Subtracts one Rank from Special Attack)
Type: Ground/Ghost
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.
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:
Iron Fist: (Innate) The Base Attack Power of this Pokemon’s “Punch” attacks is increased by two (2). (Known attacks effected: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, Thunderpunch)
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.
No Guard (DW): (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally. Additionally even with their extra skill, the power and exhaustion involved in using OHKO moves prevents them from being benefitted by No Guard, they will have their normal accuracy.

Stats:

HP: 90
Atk: Rank 6 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 55

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

Attacks:
Pound(*)
Astonish(*)
Defense Curl(*)
Mud-Slap(*)
Rollout(*)
Shadow Punch(*)
Iron Defense(*)
Mega Punch(*)
Magnitude(*)
Earthquake(*)
Hammer Arm(*)
Focus Punch(*)
DynamicPunch
Heavy Slam

Rock Slide(*)
Return(*)
Rock Polish(*)
Protect
Fly

-Charmander- sends out Poke --> Flamestrike sends out Poke + actions --> -Charmander- issues actions --> Korski refs
 
Brandon shivered as he entered the graveyard, Shellstrike, his Carracosta, close behind. As he walked in he saw Charmander ahead of him with a Spiritomb ready to battle. "Figures that he wanted to battle here," he muttered as he grabbed a Pokeball from his belt. "Sorry Shellstrike, but this isn't your fight. Not yet anyway." Releasing the Pokemon from its Pokeball, he shouted, "Go, Shockstrike!" The Cyclohm hit the field, and all three heads turned towards the Spiritomb. "OK, first you need to Taunt that Spiritomb so it doesn't try any funny business! Next, set yourself up for later with a Rain Dance! Finish off with a Sheer Force Thunder! He may not have any weaknesses, but I doubt he'll like taking many of those!" As Shockstrike waited for the round to start, Brandon remembered something. "Oh, and if you're Taunted, just alternate between Sheer Force Thunderbolt and Sheer Force Fire Blast!"

Summary:
Taunt -> Rain Dance -> Sheer Force Thunder
If Taunted, actions become Sheer Force Thunderbolt -> Sheer Force Fire Blast -> Sheer Force Thunderbolt
 
Ok. I want you to start with Nasty Plot! Then, use Dark Pulse twice!
I'm not sure what Korski wants the boost to be, but +2 BAP is usually standard.
 

Korski

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Yes +2 sounds very appropriate.

~ROUND 1 BEGINS~

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

VS.

HP: 110
Energy: 100
Boosts: None
Other: None

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

The two battlers meet face-to-face just moments after twilight on this eery, brisk spring evening. The faint sounds of whistling and wailing can be heard in the distance at this chilling graveyard, or can they? I don’t like this at all...

As the battlers square off, -Charmander- sends out Delicious, his Spiritomb, while Flamestrike sends out his Cyclohm, Shockstrike. Delicious looks quite comfortable in this arena, so hopefully Shockstrike won’t be at too much of a disadvantage. In any case, Delicious begins the battle with unusual speed by drawing in some dark energy from the graveyard, some kind of Nasty Plot, if you will. Shockstrike follows by Taunting Delicious, which might not be the best idea given the circumstances we find ourselves in. Delicious, taking the bait, fires off a huge Dark Pulse while Shockstrike calls for a storm to add to the misery of the arena with an intimidating Rain Dance! Storm clouds begin brewing overhead and rain starts pouring down on the competitors as Delicious fires off another Dark Pulse further wearing down the electric beast! But Shockstrike has finally worked up the energy to retaliate, striking a massive Thunder out from the rainclouds and onto Delicious for huge damage! Wait, what’s this? Delicious is transforming into a Zoroark! Oh look, Delicious was actually -Charmander-‘s Malar the whole time! This graveyard is really living up to its expectations for creepy and unexplainable phenomena! Despite the trickery, though, things look pretty even so far; let’s see how events progress...

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

Action 1:

Delicious: Nasty Plot (-8 energy, +2 SpA)
Shockstrike: Taunt (-12 energy, 6 actions)

Action 2:

Delicious: Dark Pulse (19 damage, -5 energy, crit fails)
Shockstrike: Rain Dance (-12 energy, 5 rounds)

Action 3:

Delicious: Dark Pulse (19 damage, -9 energy, crit fails)
Shockstrike: Thunder (23 damage, -7 energy, crit fails, paralysis fails)

~ROUND 1 ENDS~

HP: 67
Energy: 78
Boosts: +1 SpA
Other: Taunted (4 more actions)

VS.

HP: 72
Energy: 69
Boosts: None
Other: None

Field Effects: Rain (4 more rounds)

-Charmander- --> Flamestrike --> Korski
 
by the looks of it, you forgot to calculate Dark Pulse's flinch chance.
err by bad^

Dark Pulse ~ Snarl ~ Dark Pulse!
If he uses Bide, use Dig and stay under until he releases Bide!

edit: and Zoroark should have +1 SpA
 

Korski

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Thanks for the reminder on Zoro's SpA, but Cyclohm's Shield Dust means flinching won't be an option.
 
alkdladljf;dl

Apparently we're not supposed to use Pokemon that we're using for the tournament outside of the tournament, so I'm not allowed to use any of the three Pokemon I brought >.> I really wish they would have posted this in the thread for all to see so I would have known, but I'm guessing this match needs to be cancelled. Really sorry both of you, I'm not sure how the rewards will work, I guess we'll have to ask Flora.
 

Korski

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Okay so according to Deck, the match can resume despite the oversight. Flamestrike, your actions, please.
 
Oh, well that's good news.

"Alright Shockstrike, now that we have the rain going let's mow him down! Start with a Hydro Pump, then follow up with a Sheer Force Thunder! Finish off with another Hydro Pump!"

Summary:
Hydro Pump -> Sheer Force Thunder -> Hydro Pump
 

Korski

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~ROUND 2 BEGINS~

HP: 67
Energy: 78
Boosts: +1 SpA
Other: Taunted (4 more actions)

VS.

HP: 72
Energy: 69
Boosts: None
Other: None

Field Effects: Rain (4 more rounds)

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

Sorry, no time for flavor; very busy :(

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

Action 1:

Malar: Dark Pulse (18 damage, -13 energy, crit fails)
Shockstrike: Hydro Pump (21 damage, -8 energy, crit fails)

Action 2:

Malar: Snarl (11 damage, -4 energy, crit fails, Shockstrike SpA -1)
Shockstrike: Thunder (20 damage, -7 energy, crit fails, paralysis fails)

Action 3:

Malar: Dark Pulse (18 damage, -5 energy, crit fails)
Shockstrike: Hydro Pump (20 damage, -8 energy, crit fails)

~ROUND 2 ENDS~

HP: 2
Energy: 56
Boosts: None
Other: Taunted (1 more action)

VS.

HP: 25
Energy: 46
Boosts: None
Other: None

Field Effects: Rain (3 more rounds)

Flamestrike --> -Charmander- --> Korski
 
Actually energy cost does carry between rounds; this has been argued before and confirmed to be the case. Ask Deck/Flora to be sure.

Brandon hesitated. Zoroak was almost down, but Shockstrike was looking beat up. Even though he knew he could take down the Zoroak with a single blow, he knew he'd need Shockstrike for later. "Shockstrike, return!" The dragon was sucked back into his Pokeball, and he turned to Shellstrike, still waiting behind him. "OK buddy, you're up!" The Carracosta leapt into position, ready to fight. Brandon waited to see if his opponent would choose to switch as well.

EDIT: As much as it hurts to say it, I don't think Cyclohm's -1 special attack was taken into account for Thunder, and it definitely wasn't taken into account for the last Hydro Pump.
 

Korski

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Flamestrike is correct regarding the energy cost carrying over between rounds. This is a recently solidified rule. And yeah I re-reffed the previous round. I had forgotten to give the Hydro Pumps the +3 BAP boost in the Rain and did the -1 SpA calc wrong. All in all, the only thing that changed was that Zoroark lost an additional 3 HP in the mess, so not a whole lot changed. Check the previous reffing post for the updated info.

Flamestrike is switching Shockstrike out for Shellstrike the Carracosta. -Charmander- will decide whether or not to switch, followed by Flamestrike's actions, then -Charmander-'s actions, then reffing.
 

Korski

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Okay -Charmander-, since you switched also, you'll be issuing orders first. Go right ahead.
 
"Alright Shellstrike, this isn't the best matchup for you, but let's make the most of it! Start with a powerful Waterfall, then Protect to block that Confuse Ray! Finally, that Swift Swim boost should make you fast enough to evasive Dig and avoid that Hypnosis! If you can, hit Spiritomb on your way back up!"

Summary:
Waterfall -> Protect -> evasive Dig (come up to hit Spiritomb afterwards if possible)
 

Korski

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-Charmander-:

HP: 2
Energy: 56
Boosts: None
Other: None

Flamestrike:

HP: 25
Energy: 46
Boosts: None
Other: None

~ROUND 3 BEGINS~

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

VS.

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

Field Effects: Rain (3 more rounds)

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

Our battlers are saving Malar and Shockstrike for later, and they can both certainly use the rest. Flamestrike instead sends out Shellstrike the Carracosta while -Charmander- sends out the real Delicious! Let’s see how they square off.

Shellstrike appears to be using the rain to its advantage, speeding through the slosh and mud to get a jump on Delicious with a Waterfall! Delicious appears to be incredibly offended and lays a vicious Curse on the battlefield! It looks like Shellstrike is getting its energy chipped away by Delicious’s awful thoughts! A little jarred, Shellstrike sets up a Protective barrier, just in time to block a Confuse Ray from Delicious! Close call, but that Curse is still hurting! Delicious then tries some more devious tactics, releasing a pulse of Hypnosis energy straight at the angry turtle! Seeing the wave coming, Shellstrike burrows and Digs underground to avoid it, coming back up moments later for a decisive blow!

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

Action 1:

Shellstrike: Waterfall (16 damage, -7 energy, crit fails, flinch fails)
Delicious: Curse (-45 HP, -29 energy; Shellstrike -5 HP/action)

End of Action: Curse (Shellstrike -5 HP)

Action 2:

Shellstrike: Protect (-9 energy)
Delicious: Confuse Ray (fails, -6 energy)

End of Action: Curse (Shellstrike -5 HP)

Action 3:

Shellstrike: Dig (10 damage, -10 energy*, crit fails)
Delicious: Hypnosis (fails, -9 energy)

End of Action: Curse (Shellstrike -5 HP)

*giving evasive action +2 EN cost due to arena description.

~ROUND 3 ENDS~

HP: 19
Energy: 56
Boosts: None
Other: None

VS.

HP: 85
Energy: 75
Boosts: None
Other: Curse (-5 HP/action, chills will net only 5 EN if attempted (factoring in arena description))

Field Effects: Rain (2 more rounds)

Flamestrike --> -Charmander- --> Korski
 
How did he dodge my attack with Dig when I'm faster? :|

also sorry for posting out-of-turn so many times but this really concerns me

edit: my bad ;_;
 

Korski

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Swift Swim will make Carracosta faster so long as Rain is in effect.

EDIT: I also forgot to add the +2 EN costs for Carracosta due to Pressure. This has been fixed now.
 
Yeah, I wouldn't have tried it if I was slower :P

"Let's end this Shellstrike, Waterfall then Aqua Jet! If he's still standing by the end of the round then another Waterfall will hopefully do it! If he uses Pain Split on the first action, then replace the Aqua Jet with a Hydro Pump to make sure he goes down!"

Summary:
Waterfall -> Aqua Jet -> Waterfall

Replace Aqua Jet with Hydro Pump if he uses Pain Split action 1
 

Korski

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~ROUND 4 BEGINS~

HP: 19
Energy: 56
Boosts: None
Other: None

VS.

HP: 85
Energy: 75
Boosts: None
Other: Curse (-5 HP/action, chills will net only 5 EN if attempted (factoring in arena description))

Field Effects: Rain (2 more rounds)

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

The flavor is back, as are our competitors for another round of tricky, spooky action in this awful, lonely graveyard! Shellstrike builds up some rain droplets into a giant Waterfall that nearly KOs Delicious! Delicious, once again appearing offended at even the thought of an opponent attacking it directly, decides to let Shellstrike share its pain with a Pain Split! Wow everything's turning upside down and around in this battle! Delicious's earlier Curse is still taking a toll on the depressed or angry turtle, who lashes out with another Rain-boosted attack, this time a Hydro Pump! Continuing its strategy of not touching or harming the opponent in any way itself, Delicious telepathically links its and Shellstrike's destinies together for some reason! One minute Delicious is deeply offended and Cursing everywhere, the next it wants to spend all of eternity with Shellstrike. I don't know. Shellstrike appears to be as confused as I am, but decides to once again take advantage of the continuous rainfall by building up another Waterfall! Delicious gets nailed hard and gets nasty water in its eyes, causing it to flinch! Once again, we have -Charmander-'s Pokemon severely battered and bruised and Flamestrike's just about the same. Will the trainers switch around like last time or fight for that glorious first KO?

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

Action 1:

Shellstrike: Waterfall (16 damage, -5 energy, crit fails, flinch fails)
Delicious: Pain Split (41 damage, +41 HP, -35 energy)

End of Action: Curse (Shellstrike -5 HP)

Action 2:

Shellstrike: Hydro Pump (17 damage, -7 energy, crit fails)
Delicious: Destiny Bond (-16 energy)

End of Action: Curse (Shellstrike -5 HP)

Action 3:

Shellstrike: Waterfall (16 damage, -5 energy, crit fails, flinch successful)
Delicious: Flinch'd

End of Action: Curse (Shellstrike -5 HP)

~ROUND 4 ENDS~

HP: 11
Energy: 5
Boosts: None
Other: None

VS.

HP: 29
Energy: 58
Boosts: None
Other: Curse (-5 HP/action, chills will net only 5 EN if attempted (factoring in arena description))

Field Effects: Rain (1 more round)

-Charmander- --> Flamestrike --> Korski
 
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