iiMKUltra vs. Kaxtar: A Pleasant Escape Turns Ugly (Korski on the ref)

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Korski

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BATTLE ON!

Arena:

Luna Hill: Known throughout Kanto as a better couple’s spot than cerulean cape, a battle here is a very nice one. The large hill has a small battle area on it, twenty feet long and twenty feet wide, but pokemon are allowed to battle anywhere on the hill, as long as they stay on it’s rounded peak. There are three cherry blossoms on the hill (Two beside each other on the eastern edge and one in the southern section) and a small pond (Two feet deep, six feet wide and seven feet long) right beside the battle area. To keep the tradition of Luna Hill all battles are at night, and the lovers who come up to relax can watch the battles. Because there are innocent bystanders no weather inducing moves are allowed here (Would you want to take your date to a couple’s paradise and then get struck by hail?) and destruction of the hill’s landscape is forbidden (E.g dig, earthquake, explosion). The moon is always shining on Luna Hill, so most trainers choose a nocturnal pokemon or one that gets it’s power from the moon for battle.

Summary: No Dig/Earthquake, weather summoning moves will fail. The moon produces a lot of light, so it is not too dark, though nocturnal pokemon will have the advantage (dark pokemon and pokemon like hoothoot and noctowl gain +1 accuracy and +1 speed). Pokemon and battle anywhere on the hill, as long as they stay on the hill’s peak.

Rules:
6 vs. 6 Doubles
2 recovers/5 chills
2 Day DQ
"Mostly weakmons"
All abilities
No items
Switch=KO

Teams:

iiMKUltra:

Eevee [Nocturne] (F)
Nature: Quiet (+Spa, -Spe)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 47 (55/1.15)

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

Abilities:
Run Away: (Innate) 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.
Adaptability: (Innate) The moves that match this Pokemon’s type have their Base Attack Power increased by two (2).
Anticipation (DW Locked): (Innate) This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).

Moves:
Tackle
Tail Whip
Helping Hand
Sand-Attack
Growl
Quick Attack

Shadow Ball
Dig
Toxic

Fake Tears
Yawn
Detect

Piplup [Caesar] (M)
Nature: Brave (+Atk, -Spe)
Type: Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 34 (40/1.15)

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

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 Locked): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, it's Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

Moves:
Pound
Growl
Bubble
Water Sport
Peck
Bide
BubbleBeam
Fury Attack

Ice Beam
Brick Break
Dig

Hydro Pump
Yawn
Agility

Pansage [Iwazaru] (F)
Nature: Mild (+Spa, -Def)
Type: Grass
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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 1 (+)
SpA: Rank 3 (-)
SpD: Rank 2
Spe: 64

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

Abilities:
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Overgrow (DW Locked): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14).

Moves:
Scratch
Leer
Lick
Vine Whip
Fury Swipes
Leech Seed
Bite
Seed Bomb
Torment

SolarBeam
Taunt
Dig

Low Kick
GrassWhistle
Leaf Storm

Beldum [Majora] (U)
Nature: Quiet (+Spa, -Spe)
Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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.

Stats:
HP: 90
Atk: Rank 2
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 26 (30/1.15)

EC: 3/9
MC: 2
DC: 1/5

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW Locked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Moves:
Take Down

Headbutt
Iron Head
Zen Headbutt

Togepi [Gabriel] (F)
Nature: Modest (+Spa, -Atk)
Type: Normal
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 90
Atk: Rank 0 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 20

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

Abilities:
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.
Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt).
Super Luck (DW Locked): (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.

Moves:
Growl
Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow

Extrasensory
Foresight
Psycho Shift

Thunder Wave
Flamethrower
Shadow Ball

Heracross [Achilles] (M)
Nature: Adamant (+Atk, -SAtk)
Type: Bug/Fighting
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Stats:
HP: 100
Atk: Rank 6(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 85

MC: 2
DC: 2/5

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)
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
Moxie (DW Locked): (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.

Moves:
Night Slash
Tackle
Leer
Horn Attack
Endure
Fury Attack
Aerial Ace
Brick Break
Counter

Bide
Focus Punch
Pursuit

Earthquake
Shadow Claw
Stone Edge

Close Combat


Kaxtar:

Dusclops [Requiem] (Male)
Quiet Nature (+1 SpA, -15% Speed, +10% Accuracy on Opponent's Attacks)

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.

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.

HP: 90
Atk: Rank 3
Def: Rank 5
SpA: Rank 3 (+)
SpD: Rank 5
Spe: 21 (-)

EC: 5/9
MC: 2
DC: N/A

Fire Punch
Ice Punch
Thunderpunch
Gravity
Bind
Leer
Night Shade
Disable
Foresight
Astonish
Confuse Ray
Shadow Sneak
Pursuit
Will-o-Wisp
Shadow Punch

Pain Split
Skill Swap
Destiny Bond

Ice Beam
Shadow Ball
Taunt
Earthquake

Metang [Nickname]
Nature: Careful (+1 SpD, -1 SpA)

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

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.

Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)

Light Metal (DW): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

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

EC: 4/9
MC: 0
DC: 1/5

Take Down
Magnet Rise
Confusion
Metal Claw
Scary Face

Zen Headbutt
Iron Head
Iron Defense

Slowpoke [Nickname] (Female)
Nature: Modest (+1 SpA, -1 Atk)

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.

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

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

Regenerator (DW) : (Innate) 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.


HP: 100
Atk: Rank 2 (-)
Def: Rank 3
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 15

EC: 2/6
MC: 0
DC: 1/5

Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt
Psychic
Slack Off

Safeguard
Future Sight
Mud Sport

Flamethrower
Scald
Ice Beam

Elekid (M)
Nature: Rash (Adds One Rank to Special Attack, Subtracts One Rank from Special Defense)

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.

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 4(+)
SpD: Rank 1(-)
Spe: 95

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

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.

Vital Spirit (DW) (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.

Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen

Psychic
Hidden Power Grass
Thunder Wave

Cross Chop
Fire Punch
Ice Punch

Larvitar (M)
Nature: Bashful (No Effect)

Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 2
SpD: Rank 2
Spe: 41

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

Guts (Innate): This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
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.

Bite
Leer
Sandstorm
Screech
Chip Away
Rock Slide
Scary Face
Thrash

Dragon Dance
Stealth Rock
Outrage

Dig
Taunt
Protect

Revenankh (Female)
Nature: Adamant (Add One Rank to Attack, Subtract One Rank from Special Attack)

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

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.

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

EC: N/A
MC: 0
DC: 0/5

Wrap
Bide
Sand Tomb
Wring Out
Rock Tomb
Arm Thrust
Mean Look
Glare
Shadow Punch
Moonlight
Power Whip

Ice Punch

Counter
Drain Punch
Shadow Sneak

Taunt
Substitute
Bulk Up

iiMKUltra sends out 2 Pokemon --> Kaxtar sends out 2 Pokemon + Actions --> iiMKUltra issues Actions --> Korski refs.

GL to our competitors!
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Go Pansage->Simisage

Simisage [Iwazaru] (F)
Nature: Mild (+Spa, -Def)
Type: Grass
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.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 101

EC: 6/6
MC: 2
DC: 1/5

Abilities:
Gluttony: (Innate) This Pokemon devours healing and stat increasing berries at 50% health (flat) instead of 25% health (flat).
Overgrow (DW Locked): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any grass attack is increased by two (2). (eg Giga Drain goes from 8 to 10, Solarbeam from 12 to 14).

Moves:
Scratch
Leer
Lick
Vine Whip
Fury Swipes
Leech Seed
Bite
Seed Bomb
Torment

SolarBeam
Taunt
Dig

Low Kick
GrassWhistle
Leaf Storm

Also go Beldum->Metang

Metang [Majora] (U)
Nature: Quiet (+Spa, -Spe)
Type: Steel/Psychic
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.
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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 4
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 43 (50/1.15)

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

Abilities:
Clear Body: (Innate) This Pokemon’s body structure makes it immune to status lowering moves used by opponents. (e.g. Intimidate, Growl, Screech etc.)
Light Metal (DW Locked): (Innate) The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Moves:
Magnet Rise
Take Down
Metal Claw
Confusion
Scary Face

Headbutt
Iron Head
Zen Headbutt
 
Elekid and Metang, let's go!

Elekid: Thunder Wave (Until it works; don't continue to use Thunder Wave if Taunted, however)~ Fire Punch~Ice Punch, all on Simisage. IF Simisage tries to Leech Seed you or Metang, THEN hit the Seeds out of the air with a Quick Attack; if this happens, push regular actions back.

Metang: Zen Headbutt~Iron Head~Zen Headbutt, all on Simisage. IF Simisage tries to avoid an, THEN use Iron Defense in place of the regular attack.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Iwa, Taunt Elekid-Leech Seed Metang (2 subs ^_^)-Low Kick Metang
Majora, Zen Headbutt Elekid-Iron Head Elekid-Zen Headbutt Elekid
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Yes, so Kaxtar issued two Substitutions: 1) regarding Thunder Wave - (Until it works; don't continue to use Thunder Wave if Taunted, however), and 2) IF Simisage tries to Leech Seed you or Metang, THEN hit the Seeds out of the air with a Quick Attack; if this happens, push regular actions back. Because of this, both are nullified, making Elekid’s actions simply Thunder Wave~Fire Punch~Ice Punch [Iwazaru]. This is both good and bad news for both competitors, so yeah.

~ROUND 1 BEGINS~

HP: 100 | 90
Energy: 80 | 80
Boosts: None | None
Other: None | None

VS.

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

Field Effects: Nighttime (Dark-types and nocturnal Pokemon e.g. Noctowl gain +1 Acc/Spe)
--------------------

Twilight has fallen on Luna Hill, a relaxed and serene spot for Kanto couples to get away from it all and whisper romantic things at each other under the beautiful moonlight and the billowy cherry blossoms it illuminates. You know what that means!

In a flash, two battlers merge atop the peaceful refuge and release grotesque and violent monsters that will brutally wallop each other until only one team remains! iiMKUltra releases his Simisear, Iwazaru, and his Beldum, Majora, who both, under the spell of moonlight, evolve into Simisage and Metang! Kaxtar is unimpressed, and meets the challenge with Elekid and a Metang of his own! A few couples disperse to go see the movies or something out of either fear or disgust, but many remain, so no heavy stuff, guys!

Iwazaru starts the battle off by Taunting Elekid, who has begun building up a Thunder Wave attack, but loses focus amid Iwazaru’s bad attitude! Kaxtar’s Metang jumps up in defense of Elekid, striking Iwazaru with a Zen Headbutt! Not to be outdone, iiMKUltra orders his own Majora to use a Zen Headbutt of its own, on Elekid!

Iwazaru, resting on its laurels, spits out some Leech Seeds at the opposing Metang, right before eating a beefy Fire Punch from Elekid! The two Metangs then do another mirror dance with each other and nail their opponents with two Iron Heads!

Finally getting offensive, Iwazaru sneaks in for a Low Kick, tripping up Metang momentarily, but Elekid won’t let up the pressure, hitting it with a mighty Ice Punch that critically hits! Again, the Metangs do nothing original and repeat their earlier Zen Headbutts, except that Metang's attack scores another critical hit on Iwazaru! Iwazaru looks pretty beaten down after all that, but at least its leeching that health away! Let’s see how this battle develops!

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

Action 1:

Iwazaru: Taunt [Elekid] (-10 energy, Elekid Taunted for 6 actions)
Elekid: Thunder Wave [Iwazaru] (fails, -6 energy)
Metang: Zen Headbutt [Iwazaru] (13 damage, -5 energy, crit fails)
Majora: Zen Headbutt [Elekid] (13 damage, -5 energy, crit fails)

Action 2:

Iwazaru: Leech Seed [Metang] (-9 energy, Metang seeded for 6 actions)
Elekid: Fire Punch [Iwazaru] (14 damage, -6 energy, crit fails, burn fails)
Metang: Iron Head [Iwazaru] (13 damage, -5 energy, crit fails)
Majora: Iron Head [Elekid] (8 damage, -5 energy, crit fails)

End of Action: Leech Seed (Metang -3 HP, Iwazaru +3 HP)

Action 3:

Iwazaru: Low Kick [Metang] (12 damage, -5 energy, crit fails)
Elekid: Ice Punch [Iwazaru] (17 damage, -5 energy, crit successful, freeze fails)
Metang: Zen Headbutt [Iwazaru] (16 damage, -5 energy, crit successful)
Majora: Zen Headbutt [Elekid] (13 damage, -5 energy, crit fails)

End of Action: Leech Seed (Metang -3 HP, Iwazaru +3 HP)

~ROUND 1 ENDS~

HP: 33 | 90
Energy: 56 | 65
Boosts: None | None
Other: None | None

VS.

HP: 56 | 72
Energy: 83 | 73
Boosts: None | None
Other: Taunted (3 actions) | Leech Seeded (4 actions)

Field Effects: Nighttime (Dark-types and nocturnal Pokemon e.g. Noctowl gain +1 Acc/Spe)

iiMKUltra --> Kaxtar --> Korski
 
Elekid: Fire Punch (Simisage)~Ice Punch (Simisage)~Fire Punch (Metang)

Metang: Iron Head (Simisage)~Iron Defense~Iron Head (Metang)

Some crits/burns/freezes/flinches sure would be nice!
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 2 BEGINS~

HP: 33 | 90
Energy: 56 | 65
Boosts: None | None
Other: None | None

VS.

HP: 56 | 72
Energy: 83 | 73
Boosts: None | None
Other: Taunted (3 actions) | Leech Seeded (4 actions)

Field Effects: Nighttime (Dark-types and nocturnal Pokemon e.g. Noctowl gain +1 Acc/Spe)

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

Iwazru jumps into the action again with another Low Kick on Metang, seemingly unaware that Elekid is still pounding at it with things like Fire Punch, which it really should, because Elekid scores another critical hit! Metang follows up immediately with another Iron Head, nearly knocking it out, while Majora sloths up to its teammates defense with a Zen Headbutt for Elekid!

With its final breath, Iwazaru Bites down on Metang's metal exterior, causing it to flinch! Elekid, furious, delivers a finishing Ice Punch that proves too much for Iwazaru to bear, Knocking it Out cold! Majora exacts revenge with an Iron Head, but for the time being, it's two-on-one!

Elekid refuses to let up its elemental attack and nails Majora with another Fire Punch that is compounded upon by Metang's Iron Head! All Majora can do it return, it seems, is to hit Elekid with another Zen Headbutt! Quick, iiMKUltra, better send in some reinforcements before it's too late!

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

Action 1:

Iwazaru: Low Kick [Metang] (12 damage, -9 energy, crit fails)
Elekid: Fire Punch [Iwazaru] (17 damage, -6 energy, crit successful, burn fails)
Metang: Iron Head [Iwazaru] (13 damage, -5 energy, crit fails)
Majora: Zen Headbutt [Elekid] (13 damage, -9 energy, crit fails)

End of Action: Leech Seed (Metang -3 HP, Iwazaru +3 HP)

Action 2:

Iwazaru: Bite [Metang] (6 damage, -4 energy, crit fails, flinch successful)
Elekid: Ice Punch [Iwazaru] (6 damage, -6 energy, crit fails, KO)
Metang: Flinch'd
Majora: Iron Head [Elekid] (8 damage, -5 energy, crit fails)

Action 3:

Elekid: Fire Punch [Majora] (10 damage, -6 energy, crit fails, burn fails)
Metang: Iron Head [Majora] (4 damage, -5 energy, crit fails, flinch fails)
Majora: Zen Headbutt [Elekid] (13 damage, -5 energy, crit fails)

~ROUND 2 ENDS~

HP: 0 | 76
Energy: 43 | 46
Boosts: None | None
Other: None | None

VS.

HP: 22 | 51
Energy: 65 | 63
Boosts: None | None
Other: None | Leech Seeded (1 action)

Field Effects: Nighttime (Dark-types and nocturnal Pokemon e.g. Noctowl gain +1 Acc/Spe)

iiMKUltra releases new Pokemon --> Kaxtar issues Actions --> iiMKUltra issues Actions --> Korski refs
 
Elekid: Psychic Heracross three times.

Metang: Zen Headbutt Heracross trice. IF Heracross attempts to Counter you on the second or third action, THEN use Scary Face on Heracross.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Majora, Zen Headbutt Elekid-Iron Head Elekid-Zen Headbutt Elekid
Achilles, Bide-Bide-Unleash Bide on Metang
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 3 BEGINS~

HP: 100 | 76
Energy: 100 | 46
Boosts: None | None
Other: None | None

VS.

HP: 22 | 51
Energy: 65 | 63
Boosts: None | None
Other: None | Leech Seeded (1 action)

Field Effects: Nighttime (Dark-types and nocturnal Pokemon e.g. Noctowl gain +1 Acc/Spe)

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

Achilles the Heracross hits the field to fill in for Iwazaru, and immediately leaps into it by taking punishing Psychic and Zen Headbutt attacks from Elekid and Metang! What a, um, I don't even know. Meanwhile, it's teammate actually does something useful by hitting Elekid with a Zen Headbutt of its own, bringing it near the brink of collapse!

Achilles continues to just sit there serenely, taking another Psychic-style assault from its opponents, while Majora strikes Elekid with an Iron Head, this time scoring a critical hit and KOing the little spark plug!

Finally, something, some sort of rage or twitch or white-hot burning passion opens up inside Achilles immediately following this, and it stops Biding its time and unleashes some unholy burst of energy at a thoroughly bewildered Metang, which Knocks it clean Out! Majora was ready to lay down a follow-up attack, but with no one in front of Kaxtar, it really has nothing to do at all! It looks like the tables have turned! How will Kaxtar follow up such an explosive round?

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

Action 1:

Achilles: Bide-HOLD
Elekid: Psychic [Achilles] (16 damage, -7 energy, crit fails, SpD drop fails)
Metang: Zen Headbutt [Achilles] (17 damage, -5 energy, crit fails)
Majora: Zen Headbutt [Elekid] (13 damage, -5 energy, crit fails)

End of Action: Leech Seed (Metang -3 HP, Achilles +3 HP)

Action 2:

Achilles: Bide-HOLD
Elekid: Psychic [Achilles] (16 damage, -11 energy, crit fails, SpD drop fails)
Metang: Zen Headbutt [Achilles] (17 damage, -9 energy, crit fails)
Majora: Iron Head [Elekid] (9 damage, -5 energy, crit successful, KO)

Action 3:

Achilles: Bide-RELEASE [Metang] (48 damage, 30 energy, KO)
Metang: KO'd
Majora: Zen Headbutt (fails)


~ROUND 3 ENDS~

HP: 37 | 76
Energy: 70 | 36
Boosts: None | None
Other: None | None

VS.

HP: 0 | 0
Energy: 47 | 49
Boosts: None | None
Other: None | None

Field Effects: Nighttime (Dark-types and nocturnal Pokemon e.g. Noctowl gain +1 Acc/Spe)

Kaxtar releases 2 new Pokemon --> iiMKUltra issues Actions --> Kaxtar issues Actions --> Korski refs
 
Revenankh and Dusclops, let's go! Also, do either of these pokemon count as being nocturnal? I think they are both primarily active at night, what with ghosts being afraid of sunlight.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Yeah Ghost-types have "Superior senses in low light and inside dark buildings," according to the Audit Thread, so they should get the boost, according to the arena description.
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Achilles, Shadow Claw-Aerial Ace-Shadow Claw, all on Revenankh. If Rev Counters on any action, switch to Night Slash on Dusclops.

Metang, Zen Headbutt-Iron Head-Zen Headbutt, all on Rev, switch to Clops if Rev Counters any action.
 
Revenankh: Shadow Punch Heracross, Shadow Sneak Heracross, Moonlight (which should be boosted because the moon is out)

Dusclops: Shadow Ball Heracross, Shadow Sneak Heracross, Will-o-Wisp Metang (Remember the accuracy boost please)
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 4 BEGINS~

HP: 37 | 76
Energy: 70 | 36
Boosts: None | None
Other: None | None

VS.


HP: 100 | 90
Energy: 100 | 100
Boosts: +1 Spe/Acc | +1 Spe/Acc
Other: None | None

Field Effects: Nighttime (Dark-types and nocturnal Pokemon e.g. Noctowl gain +1 Acc/Spe)

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

Kaxtar replaces his on-field team with two eery Ghosts, Revenankh and Requiem the Dusclops, which actually has a nickname! The two look right at home in this twilight atmosphere, and Revenankh smoothly wafts over to Achilles to start off the round with a Shadow Punch! Achilles prefers to play in the shadows, it seems, and returns with a Shadow Claw! Majora senses the threat that Revenankh poses and hits it hard with a Zen Headbutt! As the only veteran of the match left, Majora is doing really well! Maybe Kaxtar should stop ignoring it... Anyways, Requiem joins its teammate in its shadow games, launching a Shadow Ball square at Achilles, doing critical damage!

Achilles prepares to fly up for an Aerial Ace after taking the hit, but is struck back down to the ground by a quick one-two of Shadow Sneaks from both its opponents, and it appears to be down for the count! Majora, finding itself in a one-on-two scenario for the second time this evening, hits Rev with that Iron Head we all know so well by now.

Kaxtar simply is not threatened by Majora at all, so he orders Revenankh to take in the healing rays of Moonlight to prepare it for the rounds ahead, right before Majora keeps on trucking with another Zen Headbutt! What a fighter! But it looks like someone is finally targeting Majora, as Requiem sends an eery blue Will-o-Wisp across the hill, inflicting 2nd-degree burns on the metal monster! Things are really heating up now!

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

Action 1:

Revenankh: Shadow Punch [Achilles] (12 damage, -3 energy, crit fails)
Achilles: Shadow Claw [Revenankh] (17 damage, -5 energy, crit fails)
Majora: Zen Headbutt [Revenankh] (17 damage, -5 energy, crit fails)
Requiem: Shadow Ball [Achilles] (14 damage, -5 energy, crit successful, SpD drop fails)

Action 2:

Revenankh: Shadow Sneak [Achilles] (10 damage, -2 energy, crit fails)
Requiem: Shadow Sneak [Achilles] (1 damage, -2 energy, crit fails, KO)
Achilles: KO’d
Majora: Iron Head [Revenankh] (11 damage, -5 energy, crit fails)

Action 3:

Revenankh: Moonlight (+35 HP, -16 energy)
Majora: Zen Headbutt [Revenankh] (20 damage, -5 energy, crit successful)
Requiem: Will-o-Wisp [Majora] (-7 energy, Majora 2nd-degree burned)

End of Action: Burn (Majora -2 HP)

~ROUND 4 ENDS~

HP: 0 | 74
Energy: 65 | 21
Boosts: None | None
Other: None | 2nd-degree Burn (-3 BAP, -2 HP/action)

VS.


HP: 70 | 90
Energy: 79 | 86
Boosts: +1 Spe/Acc | +1 Spe/Acc
Other: None | None

Field Effects: Nighttime (Dark-types and nocturnal Pokemon e.g. Noctowl gain +1 Acc/Spe)

iiMKUltra releases Pokemon + Actions --> Kaxtar issues Actions --> Korski refs
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
Go Togepi yeah

Gabriel, Shadow Ball Revenankh-Extrasensory Revenankh-Shadow Ball Revenankh

Metang, Zen Headbutt Revenankh-Iron Head Revenankh-Zen Headbutt Revenankh
 
Revenankh: Drain Punch (Togepi)~Moonlight~Bulk Up

Dusclops: Skill Swap (Revenankh, Togepi, Revenankh)~Confuse Ray (Togepi)~Taunt (Togepi)

Skill Swap is very complicated, so I'm going to elaborate a lot on the three beams I'm alloted according to the Data Thread. My interpretation of the Data Audit Thread description of Skill Swap is that you can exchange an ability three times with up to three targets, in order of when the beams are fired. Therefore, I want these following beams to occur right after one another so I can manipulate the desired abilities the way I want them to.

Beam 1- Between Revenankh and Dusclops, swap Air Lock with Pressure
Beam 2- Between Togepi and Dusclops, swap Hustle with Air Lock
Beam 3- Between Revenankh and Dusclops again, swap Shed Skin with Hustle

End Results: Revenankh: -Shed Skin, -Air Lock, +Hustle, +Pressure
Dusclops: - Pressure, +Shed Skin
Togepi: -Hustle, +Air Lock
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 5 BEGINS~

HP: 90 | 74
Energy: 100 | 21
Boosts: None | None
Other: None | 2nd-degree Burn (-3 BAP, -2 HP/action)

VS.


HP: 70 | 90
Energy: 79 | 86
Boosts: +1 Spe/Acc | +1 Spe/Acc
Other: None | None

Field Effects: Nighttime (Dark-types and nocturnal Pokemon e.g. Noctowl gain +1 Acc/Spe)

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

iiMKultra releases yet another Pokemon in this fast-paced match, his Togepi, Gabriel, who will team up with a tired-looking Metang to try and dispel Kaxtar's ghosts! As soon as Gabriel's feet hit the ground, Revenankh drives in for a huge Drain Punch! Majora, ever at the defense of its teammates, drives the hulking beast back with a Zen Headbutt, despite its singing burns! Requiem, from behind the action, whips up three beams of light that shoot back and forth among itself, its partner, and Gabriel! The three start bubbling and shifting around and appear to have all Swaped Skills! Now that's weird! Immediately following, Gabriel jumps into the action with a Shadow Ball on Revenankh!

Rev's taking the whole brunt of iiMKultra's force, so it again looms back to absorb the Moonlight and heal itself, but is snapped out of its trance by an advancing Majora's Iron Head! Requiem is shooting out more beams of light now, this time a Confuse Ray that intensely confuses Gabriel! Gabriel tries to stay focused on its next attack, and in doing so manages to land an Extrasensory attack on Revenankh, hurting it even more!

Revenankh needs to build up some momentum for itself after all these attacks, so it Bulks Up in preparation for future rounds. Majora is unrelenting, however, and comes in for yet another Zen Headbutt, but it tuckers itself out in the process and faints! Requiem seems pretty pleased that no one has tried attacking it yet, so it sits back and Taunts Gabriel! Gabriel is infuriated and dizzy and tries to launch an attack, but just can't seem to focus through its inner turmoil and hurts itself in confusion! Oh no!

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

Action 1:

Revenankh: Drain Punch [Gabriel] (21 damage, +11 HP, -11 energy, crit fails)
Majora: Zen Headbutt [Revenankh] (12 damage, -9 energy, crit fails)
Requiem: Skill Swap [Revenankh, Togepi] (results below, -21 energy)
  • Revenankh's abilities are now Hustle (not enabled) and Pressure
  • Requiem's ability is now Shed Skin
  • Gabriel's abilities are now Air Lock and Serene Grace
Gabriel: Shadow Ball [Revenankh] (10 damage, -8 energy, crit fails, SpD drop fails despite Serene Grace)

End of Action: Burn (Majora -2 HP)

Action 2:

Revenankh: Moonlight (+35 HP, -16 energy)
Majora: Iron Head [Revenankh] (8 damage, -7 energy, crit successful)
Requiem: Confuse Ray [Gabriel] (-4 energy, Gabriel Intensely Confused for 4 Actions)
Gabriel: Extrasensory [Revenankh] (10 damage, -6 energy, crit fails)

End of Action: Burn (Majora -2 HP)

Action 3:

Revenankh: Bulk Up (-6 energy, +1 Atk/Def)
Majora: Zen Headbutt [Revenankh] (11 damage, -5 energy, crit fails, faints)
Requiem: Taunt [Gabriel] (-10 energy, Gabriel Taunted for 6 actions)
Gabriel: Hurts self in confusion (-1 HP, -3 energy)

End of Action: Burn (Majora -2 HP)

~ROUND 5 ENDS~

HP: 68 | 68
Energy: 83 | 0
Boosts: None | None
Other: Abilities (-Hustle, +Air Lock), Confused (2 Actions), Taunted (5 Actions) | Fainted

VS.


HP: 54 | 90
Energy: 46 | 51
Boosts: +1 Spe/Acc/Atk/Def | +1 Spe/Acc
Other: Abilities (-Shed Skin/Air Lock, +Hustle (not enabled)/Pressure) | Abilities (-Pressure, +Shed Skin)

Field Effects: Nighttime (Dark-types and nocturnal Pokemon e.g. Noctowl gain +1 Acc/Spe)

iiMKUltra (new Poke) --> Kaxtar --> iiMKUltra --> Korski
 
Revenankh: Enable Hustle, then Taunt (Eevee, until it works)~Drain Punch (Togepi)~Arm Thrust (Togepi)

Dusclops: Ice Beam (Togepi)~Ice Beam (Togepi)~Ice Beam (Togepi/Eevee if Togepi has fainted)
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 6 BEGINS~

HP: 68 | 90
Energy: 83 | 100
Boosts: None | None
Other: Abilities (-Hustle, +Air Lock), Confused (2 Actions), Taunted (5 Actions) | None

VS.


HP: 54 | 90
Energy: 46 | 51
Boosts: +1 Spe/Acc, +1 Atk/Def (4 Actions) | +1 Spe/Acc
Other: Abilities (-Shed Skin/Air Lock, +Hustle (enabled)/Pressure) | Abilities (-Pressure, +Shed Skin)

Field Effects: Nighttime (Dark-types and nocturnal Pokemon e.g. Noctowl gain +1 Acc/Spe)

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

iiMKUltra sends out yet another new Pokemon, this time it's Nocturne the Eevee! So cute! Revenankh immediately engages Nocturne with a Taunt, because that's what Kaxtar's Pokemon do, they Taunt. Nocturne follows this up with a Shadow Ball that hits in a peculiar way that lowers Rev's SpD! Requiem finally gets on the offensive, firing an Ice Beam at Gabriel, who stays focused on Revenankh despite its confusion and hits it with a Shadow Ball of its own! It must've hit that same weird spot, too, because it lowers Rev's SpD even further!

Undeterred, Revenankh Hustles over to Gabriel and lands an enormous Drain Punch on the baby egg for huge damage as Nocturne quietly Digs underground to meet it at the point of attack and knock it back away from its teammate! Requiem stays back, firing another Ice Beam while Gabriel fights through its dwindling confused state to hit Revenankh with an Extrasensory attack in its weakened state!

Rev continues to lay down the hurt, Hustling back over to Gabriel and Thrusting its Arms repeatedly until Gabriel gets KO'd from the assault! Nocturne strikes back in revenge with anther Shadow Ball, getting Revenankh close to fainting, but it still holds on! With Gabriel out of the picture, Requiem turns its sights on Nocturne with a final Ice Beam! Wow, Kaxtar's ghosts are cleaning up!

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

Action 1:

Revenankh: Taunt [Nocturne] (-10 energy, Nocturne Taunted for 6 Actions)
Nocturne: Shadow Ball [Revenankh] (10 damage, -8 energy, crit fails, SpD drop successful)
Requiem: Ice Beam [Gabriel] (10 damage, -7 energy, crit fails, freeze fails)
Gabriel: Shadow Ball [Revenankh] (11 damage, -8 energy, crit fails, SpD drop successful)

Action 2:

Revenankh: Drain Punch [Gabriel] (27 damage, +14 HP, -11 energy, crit fails)
Nocturne: Dig [Revenankh] (5 damage, -8 energy, crit fails)
Requiem: Ice Beam [Gabriel] (10 damage, -11 energy, crit fails, freeze fails)
Gabriel: Extrasensory [Revenankh] (13 damage, -8 energy, crit fails)

Action 3:

Revenankh: Arm Thrust [Gabriel] (3 hits, 21 damage, -3 energy, crit fails, KO)
Nocturne: Shadow Ball [Revenankh] (13 damage, -8 energy, crit fails, SpD drop fails)
Requiem: Ice Beam [Nocturne] (10 damage, -15 energy, crit fails, freeze fails)
Gabriel: KO'd

~ROUND 6 ENDS~

HP: 0 | 80
Energy: 67 | 76
Boosts: None | None
Other: Done | Taunted (3 Actions)

VS.


HP: 16 | 90
Energy: 22 | 18
Boosts: +1 Spe/Acc, +1 Atk/Def (1 Action), -2 SpD (1 Round) | +1 Spe/Acc
Other: Abilities (-Shed Skin/Air Lock, +Hustle (enabled)/Pressure) | Abilities (-Pressure, +Shed Skin)

Field Effects: Nighttime (Dark-types and nocturnal Pokemon e.g. Noctowl gain +1 Acc/Spe)

iiMKUltra releases new Pokemon + Actions --> Kaxtar --> Korski
 

MK Ultra

BOOGEYMAN
is a Forum Moderator Alumnus
piplup

Eevee, Shadow Ball Rev-Dig Clops-Shadow Ball Clops

Piplup, Hydro Pump Rev-BubbleBeam Clops-Hydro Pump Clops
 
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