XVIcaliber vs. Flora

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Rules
Pokemon: 2v2
Format: Singles
DQ: 2 Days
Items: None
Switch: KO
Abilities: All
1 Recovery/4 Chills

Arena
ASB Tournament Arena
Surrounded by thousands of screaming Pokemon fans, the ASB Arena can be best described as a standard Pokemon battling arena. In the center of the arena lies a dirt-based floor outlined to show two separate sides (with a white Pokeball center). Surrounding the dirt is a moat filled with water. The moat is about fifteen feet wide and creates a perimeter around the dirt arena. The arena itself is eighty feet wide, one hundred feet long. All moves, weathers, and abilities are legal for the match, since it's an outdoor arena with a large water source and packed dirt. Pokemon must stay in the arena (or the dimensions of the arena in the case of Flying Pokemon, who cannot leave the arena and cannot fly higher than sixty feet). This prevents Pokemon from injuring the crowd watching the tournament. There are no outside interruptions by fans, Pokemon, or other elements not associated with the current battle.

XVIcaliber's Team
Spr_5b_215_m.png

Sneasel(*) - Slashe (M)
Nature: Jolly (A 15% increase (rounded up) in Base Speed and a +5% increase in accuracy (e.g. 85 becomes 90) on this Pokemon's attacks; Subtracts * from Special Attack)

Type: Dark/Ice
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use more devious Dark-type attacks while attracted. Revenge and Vengeance have Energy Cost reduced by one (1).
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.

Stats:

HP: 90
Atk: Rank 3
Def: Rank 2
SpA: Rank 1 (-)
SpD: Rank 3
Spe: 132 (115 x1.15)(+)

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

Abilities:
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.
Keen Eye (Innate): This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.
Pickpocket (Innate) (DW): This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and the opposing Pokemon strikes it with a contact attack, their item is stolen and becomes the held item of this Pokemon.

Moves:
Scratch(*)
Leer(*)
Taunt(*)
Quick Attack(*)
Screech(*)
Faint Attack(*)
Fury Swipes(*)
Agility(*)
----------------
Ice Punch(*)
Fake Out(*)
Pursuit(*)
----------------
Aerial Ace(*)
Brick Break(*)
Double Team(*)
Spr_5b_343.png

Baltoy - Doomsday (N/A)
Nature: Modest (Adds * to Special Attack; Subtracts * From Attack)

Type: Ground/Psychic
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).
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, Disable, Focus Blast and Recover have Energy Cost reduced by one (1). 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 1 (-)
Def: Rank 2
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 55

EC: 4/6
MC: 3
DC: 3/5

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

Moves:
Confusion(*)
Harden(*)
Rapid Spin(*)
Mud-Slap(*)
Psybeam(*)
Rock Tomb(*)
Selfdestruct(*)
--------------------
Ice Beam(*)
Telekinesis(*)
Toxic(*)
--------------------
Cosmic Power(*)
Extrasensory(*)
Earth Power(*)

Flora's Team
35.png

Clefairy (Fennel) (F)
Nature: Mild (+SpA, -Def)

Type:
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Stats:
HP: 100
Atk: Rank 2
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 35

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

Abilities:
Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.
Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it. Additionally, the energy protects the Pokemon from its own reckless recoil attacks.
Friend Guard (DW): (Innate) The Pokemon's body emits an aura of joy that reduces the Base Attack Power of all opponents' attacks in multiple battles by two (2).

Attacks:
Pound
Charm
Encore
Sing
Doubleslap
Sweet Kiss
Copycat
Magical Leaf
Minimize
Follow Me
Defense Curl
Wake-Up Slap
Light Screen

Wish
Aromatherapy
Substitute

Flamethrower
Dig
Thunder Wave
Ice Beam

Counter
239.png

Elekid (Ixia) (F)
Nature: Hasty (+Spe | -Def | +30% Acc).

Type:
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.

Stats:
HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3
SpD: Rank 2
Spe: 110 (+)

EC: 3/9
MC: 0
DC: 0/5

Abilities:
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.

Attacks:
Quick Attack
Leer
ThunderPunch
Thundershock
Low Kick
Swift
Shock Wave
Light Screen
Thunderbolt
Thunder

Cross Chop
Fire Punch
Ice Punch

Double Team
Substitute
Focus Punch
Psychic
Rain Dance
Hidden Power Water (7)
Protect

Counter
DynamicPunch
Magnet Rise
Gempre1.png

Rebble (Thistle)
Nature: Modest (+SpA, -Atk).

Type:
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

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

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

Abilities:
Levitate: (Innate) This Pokemon naturally floats above the earth when released or easily takes flight, evading Ground moves like Earthquake, Bulldoze, and Magnitude. Other Ground moves can still hit.
Technician: (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 multi-hit attacks is increased by two (2).
Mold Breaker (DW): (Innate) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Attacks:
Tackle
Defense Curl
Rollout
Rock Blast
Disable
Acupressure
Mud Shot
Power Gem
Paleo Wave
AncientPower
Earth Power

Flamethrower
Energy Ball
Protect

Turn Order
XVIcaliber sends out their first Pokemon
Flora sends out her first Pokemon and issues actions
XVIcaliber issues instructions
I ref

Good luck!
 
Who to go to other than you, Fennel? Let's go!
35.png

Jump into offensive immediately, with a mix of defense!

Ice Beam - Wish - Ice Beam
Should Mud-slap be used (on any action), change the last action to Magical Leaf
 
Well, good, at least it's not Rebble. I was sure my PTSD would set in if that happened. Anyway, Doomsday, let's start immediately on the defensive. Go for a quick Cosmic Power to help you better deal with those Ice Beams. Next, use Extrasensory, to hopefully flinch Fennel out of using Wish. Finish the round with Earth Power for some damage.

Cosmic Power - Extrasensory - Earth Power
 
I've been reffing too many doubles matches lately, I'd forgotten how quick and easy reffing a round of singles is XD

Spr_5b_343.png

Doomsday
Abilities: Levitate
HP: 90
EN: 100
SPEED: 55
STAT: N/A
OTHER: N/A
VS.

35.png

Fennel (F)
Abilities: Cute Charm, Magic Guard
HP: 100
EN: 100
SPEED: 35
STAT: N/A
OTHER: N/A

This two on two battle may be at the Tournament Arena, but the little cuties participating are definitely not tournament standard. Never the less they and their trainers look like they're ready to enjoy this practice battle in the hope that they can one day share in the spoils of the top competition in the land. XVIcaliber starts us off by sending out his Baltoy, Doomsday. It has quite the fearsome name but this doesn't stop Flora from quickly responding with Fennel the Clefairy! She may be cute, but this moon baby looks ready to rumble as well.

They get right down to it, as Doomsday taps into a Cosmic Power in the process shielding him against attacks on both sides of the spectrum. Fennel is undeterred, and fires off an Ice Beam for super effective damage. The floating toy has to use a moment to recompose itself, but then taps into yet more of its powerful psychic energy, and causes great pain in Fennel by attacking all five of her senses. In fact the little puff ball is so shaken by the Extrasensory intrusion into her subconscious that she can't even respond with an attack this action! Doomsday looks chuffed, and decides to go in for some more damage. This time it delves into it's other specialty, and causes a burst of dirt to fly up at Fennel in the form of an Earth Power. This one hits the Clefairy a little harder, but she is able to shake off the attack much better than the earlier mental one and fires back with another Ice Beam. Doomsday's earlier defence raising efforts have only slightly lessened the hits it has been taken, and XVIcaliver may still find a problem in combating the super effective attacks of Flora and her Clefairy. Only time, and the next round, will tell.

Spr_5b_343.png

Doomsday
Abilities: Levitate
HP: 62
EN: 83
SPEED: 55
STAT: +1 Def, +1 SpD
OTHER: N/A
VS.

35.png

Fennel (F)
Abilities: Cute Charm, Magic Guard
HP: 77
EN: 86
SPEED: 35
STAT: N/A
OTHER: N/A

Action 1
Doomsday: Cosmic Power > Doomsday's Defence and Special Defence rose! [6 EN]
Fennel: Ice Beam > (10 + (3-3)*1.5)*1.5 - 1.5 = 13.5 = 14 [14 DMG] [7 EN]

Action 2
Doomsday: Extrasensory > (8 + 3 + (3-3)*1.5) = 11 > FLINCH! [11 DMG] [5 EN]
Fennel: Fennel flinched!

Action 3
Doomsday: Earth Power > (9 + 3 + (3-3)*1.5) = 12 [12 DMG] [6 EN]
Fennel: Ice Beam > (10 + (3-3)*1.5)*1.5 - 1.5 = 13.5 = 14 [14 DMG] [7 EN]

XVIcaliber issues actions
Flora issues actions
I ref
 
Wow, the flinch tactic actually worked. I wasn't expecting that. Anyways, let's continue the onslaught. Start with another Cosmic Power, rinse, and repeat, except switch it up a bit this time. So:

Cosmic Power - Earth Power - Extrasensory
 
Haha, I think I'll join in the "let's lower your damage and drag the match!" thing. Fennel, do your magic!

Light Screen - Ice Beam - Flamethrower
edit: changed orders from magical leaf to flamethrower
 
So I forgot to include the boosts from Cosmic Power which most definitely do last through this round in my end summary. It has been fixed above and included here. Now back down to it.

Spr_5b_343.png

Doomsday
Abilities: Levitate
HP: 62
EN: 83
SPEED: 55
STAT: +1 Def, +1 SpD
OTHER: N/A
VS.

35.png

Fennel (F)
Abilities: Cute Charm, Magic Guard
HP: 77
EN: 86
SPEED: 35
STAT: N/A
OTHER: Light Screen (4a)

Doomsday decided that whatever it did in round 1 worked so well that it might as well repeat it here. This of course means we begin with another Cosmic Power, only this time it stacks with the prior use to make the little Baltoy almost impenitrable. Fennel borrows from this strategy, and sets up a Light Screen to guard herself from any and all incoming special attacks. It pays off right away, because Doomsday's next Earth Power doesn't do anything like the same damage. Fennel's next Ice Beam is also somewhat less effective, but not as drastic as the attacks she is on the receiving end of. Doomsday rounds us out another Extrasensory attack, but this time the Clefairy is a little more ready for its effects and is much quicker to respond. Unfortunately she chooses to respond with A Flamethrower, which doesn't touch the amount of hurt put in by her previous attacks.

The end of the round sees Fennel with a bit of a gap in HP, but with both Pokemon having their defences well and truly fortified we could be in for the long haul in this one..

Spr_5b_343.png

Doomsday
Abilities: Levitate
HP: 43
EN: 66
SPEED: 55
STAT: +1 Def, +1 SpD
OTHER: N/A
VS.

35.png

Fennel (F)
Abilities: Cute Charm, Magic Guard
HP: 66
EN: 64
SPEED: 35
STAT: N/A
OTHER: Light Screen (3a)

Action 1
Doomsday: Cosmic Power > Doomsday's Defence and Special Defence rose! [6 EN]
Fennel: Light Screen > Fennel is protected by a Light Screen! [7 EN]

Action 2
Doomsday: Earth Power > (9 + 3 - 5 + (3-3)*1.5) = 7 [7 DMG] [6 EN]
Fennel: Ice Beam > (10 + (3-3)*1.5)*1.5 - 2*1.5 = 12 [12 DMG] [7 EN]

Action 3
Doomsday: Extrasensory > (8 + 3 - 5 + (3-3)*1.5) = 6 [6 DMG] [5 EN]
Fennel: Flamethrower > (10 + (3-3)*1.5) - 2*1.5 = 7 [7 DMG] [7 EN]

Flora issues actions
XVIcaliber issues actions
I ref
 
Hmm... I kinda want a Wish but I need something nice and sturdy...

Substitute (15 HP) - Wish - Ice Beam
Push back each action if the first action is flinched by Extrasensory
 
Spr_5b_343.png

Doomsday
Abilities: Levitate
HP: 43
EN: 66
SPEED: 55
STAT: +1 Def, +1 SpD
OTHER: N/A
VS.

35.png

Fennel (F)
Abilities: Cute Charm, Magic Guard
HP: 66
EN: 64
SPEED: 35
STAT: N/A
OTHER: Light Screen (3a)

Doomsday looks to have had enough of these stalling tactics, and makes this round all about dealing damage. This begins with another Earth Power, and despite having its damage significantly lessened by the Light Screen the hit does manage to put a dent in Fennel's Special Defence. That's sure to help with the whole offensive plan of attack. Fennel meanwhile seems a little taken a back by the move, and she decides it would be best to create a Substitute to take future hits for her. Doomsday immediately turns to the doll and does some good damage to it with a Psybeam. At the same time Fennel is hiding fairly and squarely behind her creation and making a Wish for some help in the future. It better pay off too because that Wish took a lot of energy. Doomsday finally finishes off the substitute, doing just enough damage with his Extrasensory to bring it down. Forunately the presence of the doll did prevent any more funny busniess resulting from that move. With her protection smashed to pieces, Fennel finally decides to join in on the action, and her Ice Beam once again hits Doomsday for some decent damage.

Spr_5b_343.png

Doomsday
Abilities: Levitate
HP: 29
EN: 51
SPEED: 55
STAT: N/A
OTHER: N/A
VS.

35.png

Fennel (F)
Abilities: Cute Charm, Magic Guard
HP: 44
EN: 28
SPEED: 35
STAT: -1 SpD
OTHER: Wish

Action 1
Doomsday: Earth Power > (9 + 3 - 5 + (3-3)*1.5) = 7 > Fennel's Special Defence dropped! [7 DMG] [6 EN]
Fennel: Substitute (15 HP) > Fennel made a substitute! [-15 HP] [12 EN]

Action 2
Doomsday: Psybeam > (7 + 3 - 5 + (3-3)*1.5) + 1.5 = 6.5 = 7 > The substitute took the damage [4 EN]
Fennel: Wish > Fennel made a wish! [17 EN]

Action 3
Doomsday: Extrasensory > (8 + 3 - 5 + (3-3)*1.5) + 1.5 = 7.5 = 8 > The substitute broke! [5 EN]
Fennel: Ice Beam > (10 + (3-3)*1.5)*1.5 - 1.5 = 13.5 = 14 [14 DMG] [7 EN]

XVIcaliber issues actions
Flora issues actions
I ref
 
Great job! There may be hope for us yet, Doomsday! Let's finish this in style! Err, as stylish as you can, with all your seismic blasts and mindscrew attacks.

Extrasensory - Earth Power - Extrasensory

(Replace next action with Selfdestruct if HP falls at or below 10)
 
Heh, well that's a waste of energy!

Flamethrower - Ice Beam - Flamethrower

I'd rather have a double KO for the benefit of both of us!
 
Spr_5b_343.png

Doomsday
Abilities: Levitate
HP: 29
EN: 51
SPEED: 55
STAT: N/A
OTHER: N/A
VS.

35.png

Fennel (F)
Abilities: Cute Charm, Magic Guard
HP: 44
EN: 28
SPEED: 35
STAT: -1 SpD
OTHER: Wish

These two have certianly changed tactics from the beginning of the match, because now it is nothing but an all out damage war. Doomsday leads off with another Extrasensory, and thanks to the Light Screen having fallen over it is back to doing some very nice damage. Fennel responds in kind but not kindly with a Flamethrower. The second action is similar but with slightly stronger effects. Doomsday goes to the other side of its STAB with an Earth Power while Fennel busts out yet another super effective Ice Beam. All the attacks this round have failed to produce any interesting effects, so thats no fun at all. Suddenly Doomsday gets a strange twinkle in its eye, as if it can sense that its time in this battle is drawing to a close and it is time to make a lasting impact. The Baltoy does exactly this, as it floats over next to a somewhat confused Clefairy and lives up to its nickname by Selfdestructing right next to her ear! The hit of course sends Doomsday falling to the ground, but it also does enough to bring Fennel down as well!

That devastating move leaves this battle as even as the moment it began, well almost. Having only one Pokemon left on his team XVIcaliber lacks the element of surprise and immediately sends out his Sneasel, Slashe to join the fray. Flora is able to be a little more coy, but she will need to carefully choose her participant as the original Dark type Pokemon looks ready and raring to go.

Spr_5b_343.png

Doomsday
Abilities: Levitate
HP: 0
EN: 25
SPEED: 55
STAT: N/A
OTHER: N/A
VS.

35.png

Fennel (F)
Abilities: Cute Charm, Magic Guard
HP: -3
EN: 14
SPEED: 35
STAT: N/A
OTHER: N/A

Action 1
Doomsday: Extrasensory > (8 + 3 + (3-3)*1.5) + 1.5 = 12.5 = 13 [13 DMG] [5 EN]
Fennel: Flamethrower > (10 + (3-3)*1.5) = 10 [10 DMG] [7 EN]

Action 2
Doomsday: Earth Power > (9 + 3 + (3-3)*1.5) + 1.5 = 13.5 = 14 [14 DMG] [6 EN]
Fennel: Ice Beam > (10 + (3-3)*1.5)*1.5 = 15 [15 DMG] [7 EN]

Action 3
Doomsday: Selfdestruct > Doomsday blew itself up! > (20 + (1-1)*1.5) = 20 [20 DMG] [15 EN] [-4 HP]
Doomsday was knocked out!
Fennel was knocked out!

Flora sends out Pokemon and issues actions
XVIcaliber issues actions
I ref
 
Dark/Ice eh? Well, get in there Ixia!
239.png

I want you to be totally unoriginal and spam Fighting-type attacks okay?

Cross Chop - DynamicPunch - Cross Chop
Substitute Shock Wave if Double Team is used
 
Oh...oh...ew...not...not again...you even have an out to...oh dear God...Looks like I'll have to tread in uncharted territory to survive. Here's our strategy, Slashe: avoid everything. Use Fake Out to get ourselves a free turn, then combo Faint Attack with Ice Punch to hopefully dodge Dynamicpunch. You're still going to take oodles of damage, but at least it doesn't get STAB! Now, FIGHT!

Fake Out - Faint Attack/Ice Punch Combo
 
So unfortunately there are very few moves able to be used as a dodge in ASB, with greater importance put on the actual Dodge command itself. That said, Faint Attack + Ice Punch is a nifty combo indeed.

Spr_5b_215_m.png

Slashe (M)
Abilities: Inner Focus, Keen Eye
HP: 90
EN: 100
SPEED: 132
STAT: +30% Acc (Nature)
OTHER: N/A
VS.

239.png

Ixia (F)
Abilities: Static
HP: 90
EN: 100
SPEED: 110
STAT: +30% Acc (Nature)
OTHER: N/A

Both combatants send out fresh Pokemon to the field, and my are these some speedy once. Slashe the Sneasel is the fastest of the fast, and leads off by making itself even faster with a Fake Out! I think he was moving into that attack before XVIcaliber had even thrown the Pokeball. The move is so fast in fact that it leaves Ixia the Elekid completely dumbfounded and unable to attack back. Slashe looks to press the advantage right away, as he disappears into the shadows while Ixia is still recovering. He reappears just as suddenly right behind the Elekid and unleashes the Vanishing Ice Punch combination right into her face. The attack does some impressive damage but this comes at a two fold cost. Not only did it require a large amount of energy to pull off but Ixia's Static ability also activated on contact and left the Sneasel paralyzed. Well, there does his speed advantage. Ixia senses her chance to take control, and does so with a Dynamicpunch right back at Slashe. Her own speedy nature ensures the move hits and Slashes particular weakness to fighting type manoeuvres makes sure the damage is very severe. As if that wasn't enough it also leaves the pickpocket Pokemon slightly confused. All this seems to be weighing too heavily on Slashe, and he ends up far too tired to do anything for our last action. Ixia is ready and raring to go however, and rocks him with another fighting attack, this time a Cross Chop right to the chest. Slashe is looking to be in trouble here, and with attacking displays like the end of the round it doesn't seem like it will be long until Ixia turns this advantage into a victory.

Spr_5b_215_m.png

Slashe (M)
Abilities: Inner Focus, Keen Eye
HP: 38
EN: 85
SPEED: 132
STAT: +30% Acc (Nature)
OTHER: Confused (1a), Paralyzed (15%)
VS.

239.png

Ixia (F)
Abilities: Static
HP: 63
EN: 85
SPEED: 110
STAT: +30% Acc (Nature)
OTHER: N/A

Action 1
Slashe: Fake Out > (4 + (3-1)*1.5) = 7 [7 DMG] [4 EN]
Ixia: Ixia flinched!

Action 2
Slashe: Vanishing Ice Punch > 14 BP Ice Punch that can never miss > (14 + 3 + (3-1)*1.5) = 20 > (6 + 4)*1.2 - 1 = 11 EN > Slashe was paralyzed by Ixia's Static! [20 DMG] [11 EN]
Ixia: Dynamicpunch > (10 + (3-2)*1.5)*2.25 = 25.875 = 26 > Slashe was slightly confused [26 DMG] [8 EN]

Action 3
Ixia: Cross Chop > (10 + (3-2)*1.5)*2.25 = 25.875 = 26 [26 DMG] [7 EN]
Slashe: Slashe is too tired to act

XVIcaliber issues actions
Flora issues actions
I ref
 
Good game, Flora. Slashe, you're going to go out courageously today, just like you did against that Heracross during our first battle. One of these days, when something tries to use fighting-type moves on you, thinking that it's their easy ticket to victory, you'll be able to strike back, recalling all of your hardships, and prove yourself victorious. Or, you could faint again, in which case nothing is truly lost.

Ice Punch - Quick Attack - Ice Punch
 
Hehe, don't want to negotiate a tie? If you asked, I'd totally be up for it because I'm not mean. But... sure, I guess. Good game XVI!

Thunder - Shock Wave - Cross Chop
 
Slight edit on the previous round, apparently 8+6 = 14, not 16 like I originally had for the combo. So Ixia gained herself 2 HP, not that it should make a whole lot of difference.

Spr_5b_215_m.png

Slashe (M)
Abilities: Inner Focus, Keen Eye
HP: 38
EN: 85
SPEED: 132
STAT: +30% Acc (Nature)
OTHER: Confused (1a), Paralyzed (15%)
VS.

239.png

Ixia (F)
Abilities: Static
HP: 63
EN: 85
SPEED: 110
STAT: +30% Acc (Nature)
OTHER: N/A

We rejoin what is likely the closing stages off this battle, and Ixia decides to take her heavy advantage and instead of going in for the kill she teases Slashe a little. Her trainer may call it being fair, but I call it target practice and delaying the inevitable :P. She opens up with a Thunder attack, once again almost unbelievably reliable thanks to her sheer speed. The attack not only hits Slashe hard, but also worsens his paralysis. He is able to fight through for the immediate future, and does so with an Ice Punch for some very respectable damage of his own. Doing all he can to maintain the slightest chance in the encounter he then jumps in first with a Quick Attack. The effort put into speed does somewhat limit the damage of the move though. Ixia takes the chance to fire off another of her potent electrical attacks, this time a Shock Wave that would have hit with or without her added accuracy. Finally Ixia does what we were all waiting for, and unleashes a Cross Chop attack to finally finish off the poor Sneasel and win the battle for Flora and her team. Just as a show of how quickly that round could have ended, the last move hit Slashe critically.

Spr_5b_215_m.png

Slashe (M)
Abilities: Inner Focus, Keen Eye
HP: -19
EN: 77
SPEED: 132
STAT: +30% Acc (Nature)
OTHER: Paralyzed (15%)
VS.

239.png

Ixia (F)
Abilities: Static
HP: 42
EN: 68
SPEED: 110
STAT: +30% Acc (Nature)
OTHER: N/A

Action 1
Ixia: Thunder > (12 + 3 + (3-3)*1.5) = 15 > Slashe's paralysis was made worse (20%)! [15 DMG] [7 EN]
Slashe: Ice Punch > (8 + 3 + (3-1)*1.5) = 14 [14 DMG] [5 EN]

Action 2
Slashe: Quick Attack > (4 + (3-1)*1.5) = 7 [7 DMG] [3 EN]
Ixia: Shock Wave > (6 + 3 + (3-3)*1.5) = 9 [9 DMG] [3 EN]

Action 3
Ixia: Cross Chop > CRIT! > (10 + 3 + (3-2)*1.5)*2.25 = 32.675 = 33 [33 DMG] [7 EN]

Flora wins!

Ok note to self: +Speed Elekid rocks. Also not sure why you have a DC for Doomsday XVI, Baltoy/Claydoll doesn't have a dream world ability.

Prizes
deadfox081
4 RC

Flora
2 TC
Fennel: 1 EC, 2 MC, 1 DC, 1 KO
Ixia: 1 EC, 2 MC, 1 DC, 1 KO

XVIcaliber
2 TC
Doomsday: 1 EC, 2 MC, 1 KO
Slashe: 1 EC, 2 MC, 1 DC
 
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