auramaster vs gerard

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welcome to this battle between auramaster and gerard in this strange yet beautiful cave. let's check out the rules for the battle.
3v3 Singles
Beginner Battle
2 Recovery, 5 Chills
2 Day DQ

Arena:


A large cave with rock crystals on the floor and walls. A river of water about 10 feet deep makes a rectangle in the center, fueled by 2 waterfalls falling through holes in the ceiling. Weather only affects the battle in small areas around the waterfalls.
One Ability
Switch = KO
Items = mmm... No
so we have a singles battle with one ability on our hands. let's check out the teams now.

auramaster's team:

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

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

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

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

Stats:

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

EC: 4/6
MC: 2
DC: 2/5

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

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

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



Mantyke(*) Flying Fish (F)

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

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

Type 2: Flying: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:

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

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

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

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

EC: 4/6
MC: 0
DC: 2/5

Attacks:
Tackle(*)
Bubble(*)
Supersonic(*)
Bubblebeam(*)
Headbutt(*)
Agility(*)
Wing Attack(*)
Confuse Ray
Hydro Pump

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

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



Baltoy(*) Top (Genderless)

Nature: Serious (No Effect on Stats)

Type 1: Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Type 2: Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Bulldoze, Dig, Earthquake, and Magnitude. Other Ground moves can still hit.

Stats:

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

EC: 1/6
MC: 0

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

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

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

gerard's team:
Budew (Cicuta) {F}


Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)
Type: Grass/Poison
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
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:

Natural Cure: (Innate)
This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Poison Point: (Can be Disabled)
This Pokemon’s spikes/quills/thorns are coated in poison, and there is a 30% chance of poisoning any foe that uses a contact attack on this Pokemon. When disabled, all of this Pokemon's Poison-type attacks will inflict Toxic level poison.

Leaf Guard (DW): (Innate)
In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.



Stats:

HP: 90
Atk:
1 (-)
Def:
2
SpA: 3
(+)
SpD: 3

Spe:
55

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

Attacks:

Absorb
Growth
Water Sport
Stun Spore
Mega Drain
Worry Seed

Synthesis
Sleep Powder
Extrasensory

Venoshock
Sunny Day
SolarBeam

Meowth (Isis) {F}


Nature: Rash (Adds One (1) Rank to Special Attack; Subtracts One (1) Rank From Special Defense)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:

Pick Up: (Innate)
This Pokemon has a natural habit of collecting items. Whenever a hold item (its own or an opponents) is used or knocked onto the ground with a move like Knock Off, this Pokemon will immediately pick up that item without using an action. It can also grab dropped or naturally occuring hold items in arenas.

Technician: (Innate)
This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power 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) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Unnerve (DW):(Innate)
The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.


Stats:

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

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

Attacks:

Scratch
Growl
Bite
Pay Day
Fake Out
Fury Swipes
Screech
Faint Attack
Screech
Taunt

Hypnosis
Assist
Snatch

Hone Claws
Body Slam
Thunderbolt

Dratini (Christine) {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: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).

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.

Marvel Scale (DW): (Innate)
This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).



Stats:

HP: 100
Atk:
3
Def:
2
SpA: 3
(+)
SpD:
2
Spe: 43
(-)

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

Attacks:

Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility


Light Screen
ExtremeSpeed
Dragon Pulse

Flamethrower
Surf
Reflect


now let us begin! first, auramaster sends out his first pokemon and chooses its ability, then gerard does so too and gives orders, then auramaster gives orders, then i ref.
 
A little Dragon appears in a cloud of glitter
.

Ok Christine, this poke seems to have some really powerful attacks, but we can handle them, so you'll begin using your mental powers to create a barrier that elps you reduce his powerful kicks, then try using the static around your baody to prevent him from attacking, finish with a glowing orb of draconian power
, your skin should protect you if he tries to do the same to you

Christine (Shed Skin): Reflect - Thunder Wave - Dragon Pulse
 
Aura, watch out, your opponent has some dangerous moves to cripple you with! Start by preparing for battle with a traditional Swords Dance, then Detect his Thunder Wave so you don't become Paralyzed. Finish the round with Hi Jump Kick for some massive damage!

Swords Dance - Detect - Hi Jump Kick
 

riolu (aura) M
nature: lonely
hp: 90
energy: 100%
status: none
boosts: none


dratini (christine) F
nature: quiet
hp: 90
energy: 100%
status: none
boosts: none


welcome to the crystal cave for this sure-to-be exciting match! aura is keen to start us off and he does so with a swords dance, increasing his attack greatly. sadly it's nullified by christine's astuteness, setting up a reflect to negate the attack boost. aura, playing cautiously, detects something, and protects himself; rightly so, as christine sends a thunder wave his way, but the protection prevents paralysis. finally, aura leaps at christine with a hi jump kick, but he misses and crashes into the ground, taking some recoil damage. christine has a bit of a chuckle to herself and fires a dragon pulse at the poor dog fighter, doing some damage.


riolu (aura) M
nature: lonely
hp: 67
energy: 79%
status: none
boosts: +1 atk


dratini (christine) F
nature: quiet
hp: 90
energy: 79%
status: reflect (4)
boosts: none

swords dance: -7 energy
reflect: -8 energy
90/93 (+2 atk); 90/92 (r:6)

detect: -7 energy
thunder wave: -7 energy
90/86 (+2 atk); 90/85 (r:5)

hi jump kick: 17/1000 (miss); 406/1000 (no crit); (13+3+(4-2)*1.5-5)+(2*1.5) = 17 damage, converted to 8.5 rounded to 9 recoil, 7 energy
dragon pulse: 672/1000 (no crit); (9+3+(3-2)*1.5) = 13.5 damage rounded to 14, -6 energy
67/79 (+1 atk); 90/79 (r:4)


auramaster you are up.
 
Tough luck Aura, that didn't work as planned :( shake off the miss, this match is far from over! Power up with another Swords Dance, then try another Hi Jump Kick for massive damage, and finish the round with a powerful Force Palm! However, if she tries to dodge your Hi Jump Kick with Agility, switch to another Swords Dance!

Swords Dance - Hi Jump Kick - Force Palm, replace Hi Jump Kick with Swords Dance if she tries to dodge with Agility
 
Sweety, you have to finish to make him take more damage that you so well be doing some little tricks of our own, first start with a Thunder Wave, the parahax should help us here, then use ExtremeSpeed to avoid the HJK, you're a lot faster that he now so you should be able to, finish him with your dragon powers once again to make some damage

Christine: Thunder Wave - ExtremeSpeed (evasive) - Dragon Pulse
*If ExtremeSpeed would fail to evade the HJK then replace with DP
 

riolu (aura) M
nature: lonely
hp: 67
energy: 79%
status: none
boosts: +1 atk


dratini (christine) F
nature: quiet
hp: 90
energy: 79%
status: reflect (4)
boosts: none


we're ready to get under way again here, and aura leads off with another swords dance, boosting his attack to huge levels. christine isn't worried though, and she shocks aura with a thunder wave, inflicting paralysis. then, since she's faster than aura now, she fires a dragon pulse at him. aura shrugs off the paralysis and leaps into the air for a hi jump kick. then she fires a dragon pulse at aura, and he retaliates with a force palm, which does less damage thanks to the reflect but still inflicts paralysis, but christine immediately sheds her skin to nullify it.


riolu (aura) M
nature: lonely
hp: 44
energy: 61%
status: paralysis (20%)
boosts: +1 atk


dratini (christine) F
nature: quiet
hp: 78
energy: 60%
status: reflect (1)
boosts: none

swords dance: -7 energy
thunder wave: -7 energy
67/72 (p:25, +3 atk); 90/72 (r:3)

dragon pulse: 710/1000 (no crit); 14 damage, -6 energy
hi jump kick: 208/1000 (hit); 920/1000 (no crit); 289/1000 (no para); (13+3+(4-2)*1.5-5)+(3*1.5) = 18.5 damage rounded to 19, -7 energy
53/65 (p:25, +3 atk); 71/66 (r:2)

dragon pulse: 323/1000 (no crit); (9+3+(3-2)*1.5) = 13.5 damage rounded to 14, -10 energy
force palm: 88/1000 (para); 239/1000 (no crit); 251/1000 (no para); (6+3+(4-2)*1.5-5)+(3*1.5) = 11.5 damage rounded to 12, -4 energy
155/1000 = shed skin
39/61 (p:20, +1 atk); 59/56 (r:1)


gerard you're up.
 
So, you'll have to be a little careful now, he still paralysed so he'll be slower enough to let you create another barrier on the second turn, but you'll have to make those two turns as damaging as possible, first try to use Surf for a change using that enormous lake in the middle of the cave, and finish using a powerfull pulse of energy to push him to it (the lake)

Christine: Surf - Reflect - Dragon Pulse
*Use agility if the first attack is HJK to evade it (this has to work)
 

riolu (aura) M
nature: lonely
hp: 44
energy: 61%
status: paralysis (20%)
boosts: +1 atk


dratini (christine) F
nature: quiet
hp: 78
energy: 60%
status: reflect (1)
boosts: none


welcome back to the cave for the next round in this slowly-paced yet intriguing match. christine starts us off by darting to the river and generating a tidal wave, surfing on it as it crashes down on aura. aura retaliates with a smart force of his palm to christine's face, and christine's reflect dissipates. she seems put off by this and sets up another reflect, which is good timing as aura's hurtling towards her with a hi jump kick, which connects for solid damage, although weakened by the new reflect. aura, getting the better of his paralysis yet again, immediately detects something and protects himself from it just as christine fires a dragon pulse at him.


riolu (aura) M
nature: lonely
hp: 34
energy: 34%
status: paralysis (15%)
boosts: none


dratini (christine) F
nature: quiet
hp: 53
energy: 39%
status: reflect (4)
boosts: none

surf: 524/1000 (no crit); (10+(3-2)*1.5) = 12 damage, -7 energy
force palm: 803/1000 (no para); 249/1000 (no crit); 727/1000 (no para); 9 damage, -8 energy
34/53 (p:20, +1 atk); 66/53

reflect: -8 energy
hi jump kick: 973/1000 (hit); 343/1000 (no crit); 647/1000 (no para); (13+3+(4-2)*1.5-5)+(1*1.5) = 16 damage, -7 energy
34/46 (p:20, +1 atk); 50/45 (r:5)

detect: 960/1000 (no para); -(7+(14/3)) = -12 energy
dragon pulse: (9+3+(3-2)*1.5) = 14 damage, -6 energy
34/34 (p:15); 50/39 (r:4)


your turn auramaster.
 
There's a little mistake in the calcs, Force Palm should have dealt [(6+3+3-5)+1.5=8.5] 9 damage

So, we have to finish him off, the paralysis should have been good but he have managed to avoid that, still, you should be able to end him now, hope one miss or paralyse

Christine: Dragon Pulse - Surf - Dragon Pulse
 
^edited with that.


riolu (aura) M
nature: lonely
hp: 34
energy: 34%
status: paralysis (15%)
boosts: none


dratini (christine) F
nature: quiet
hp: 53
energy: 39%
status: reflect (4)
boosts: none


things are getting intense here at the cave; will we finally see the first ko? find out right now.

christine, seemingly aggressive now, fires a dragon pulse at aura. he tries to retaliate but is fully paralyzed. christine then whips up another tidal wave and surfs down it, crashing into aura for more solid damage, and aura is yet again fully paralyzed. christine, surprised by the lack of resistance, fires off another dragon pulse to net the ko, but she's looking tired.


riolu (aura) M
nature: lonely
hp: KO
energy: KO
status: none
boosts: none


dratini (christine) F
nature: quiet
hp: 53
energy: 16%
status: reflect (1)
boosts: none

dragon pulse: 461 (no crit); (9+3+(3-2)*1.5) = 14 damage, -10 energy
hi jump kick: 755 (hit); 937 (no crit); 126 (para)
20/34 (p:15); 53/29 (r:3)

surf: 481 (no crit); (10+(3-2)*1.5) = 12 damage, -7 energy
force palm: 425 (no para); 581 (no crit); 96 (para)
8/34 (p:15); 53/22 (r:2)

dragon pulse: 466 (no crit); 14 damage, -6 energy
KO; 53/16 (r:1)


your next pokemon with ability please auramaster, then gerard's actions and then auramaster's actions.
 
So, this is gonna be kind of hard, still, you should have enough energy to take those beams, Christine, you'll use the little energy you have left to use your mystic powers to erect another barrier, that should give you enough time to recover a little energy so next round you can actually do some damage

Christine: Light Screen - Chill - Chill
 

baltoy (top)
nature: serious
hp: 90
energy: 100%
status: none
boosts: none


dratini (christine) F
nature: quiet
hp: 53
energy: 16%
status: reflect (1)
boosts: none


the deceptively quick top leads us off with his fresh... erm, legs? anyway, he shoots an ice beam at christine before she can set up a defensive buff in the form of a light screen, and at this point coincidentally her reflect fades completely. top uses some extrasensory powers to damage christine's mind, but her light screen protects her somewhat, giving her time to chill out. top continues its assault with another ice beam, doing less damage than last time but still hitting super effectively. christine just chills again.


baltoy (top)
nature: serious
hp: 90
energy: 81%
status: none
boosts: none


dratini (christine) F
nature: quiet
hp: 24
energy: 32%
status: light screen (4)
boosts: none

ice beam: 897 (no freeze); 707 (no crit); ((10+(2-2)*1.5)*1.5) = 15 damage, -7 energy
light screen: -8 energy
90/93; 38/8 (l:6)

extrasensory: 597 (no flinch); 267 (no crit); (8+3+(2-2)*1.5-5) = 6 damage, -5 energy
chill: +12 energy
90/88; 32/20 (l:5)

ice beam: 852 (no freeze); 929 (no crit); ((10+(2-2)*1.5-5)*1.5) = 8 damage, -7 energy
chill: +12 energy
90/81; 24/32 (l:4)


auramaster's turn.
 
Great job with that screen, you've done a great job so far, so it's our turn to do some heavy damage, let's just attack as there is no tomorrow, use the water on the middle of the cave to drown him into the pool, then use twister while he is in the water to really send him to the bottom, still, we can't let him there, so use another surf to send him crashing to the crystal pillars

Christine: Surf - Twister - Surf
 

baltoy (top)
nature: serious
hp: 90
energy: 81%
status: none
boosts: none


dratini (christine) F
nature: quiet
hp: 24
energy: 32%
status: light screen (4)
boosts: none


top leads us off again, this time by using his affinity for the earth and using its power to strike christine, but she retaliates by whipping up another surfing wave that crashes down on top, dealing good damage. top shoots another frosty ice beam at christine, and she's looking quite hurt now. she does manage to use another natural disaster to aid her; this time it's a twister! top is too terrified to move, perhaps a crucial flinch working to christine's advantage as she can attack with another surf, dealing more good damage to top.


baltoy (top)
nature: serious
hp: 53
energy: 68%
status: none
boosts: none


dratini (christine) F
nature: quiet
hp: 9
energy: 16%
status: light screen (1)
boosts: none

earth power: 765 (no drop); 308 (no crit); (9+3+(2-2)*1.5-5) = 7 damage, -6 energy
surf: 758 (no crit); ((10+(3-3)*1.5)*1.5) = 15 damage, -7 energy
75/75; 17/25 (l:3)

ice beam: 713 (no freeze); 535 (no crit); 8 damage, -7 energy
twister: 47 (flinch); 669/1000 (no crit); (4+3+(3-3)*1.5) = 7 damage, -2 energy
68/68 (flinch); 9/23 (l:2)

earth power: flinches
surf: 485 (no crit); 15 damage, -7 energy
53/68; 9/16 (l:1)


gerard is up now.
 
So, you'll go down soon, great job so far, you really deserve a break, use another surf to take down another big chunk of his health, and inish with ExtremeSpeed to make sure you are the one who hits last, he wont have the satisfaction to be the one who KOes you, you'll KO yourself

Christine: Surf - ExtremeSpeed - Surf
 
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