AlphaJolt vs. Albinoloon (Korski refs)

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Korski

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BATTLE ON!

Arena:

ASB Arena

Rules:
3 vs. 3 Singles
3-day DQ
2 Recovers / 5 Chills
All Abilities
No Items
Switch=KO

Teams:

AlphaJolt:

Dragonair [Hermes] (M)
Nature: Naughty (+Atk, -SpD)
Type: Dragon
Dragon: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus. (Dragonite line can breathe underwater.)

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: Rank 4 (+1)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-1)
Spe: 70

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

Attacks:
Wrap
Leer
Thunder Wave
Twister
Dragon Rage
Slam
Agility
Dragon Rush
Safeguard
Outrage
Hyper Beam

ExtreemeSpeed
Dragon Pulse
Dragon Dance

Toxic
Light Screen
Waterfall
Fire Blast
Thunderbolt
Ice Beam
Rain Dance
Thunder
Substitute

Draco Meteor

Machoke [Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
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.
No Guard: (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.
Steadfast (DW): (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.

Stats:
HP: 100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 2
Spe: 45

EC: 8/9
MC: 0
DC: 5/5

Moves:
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismic Toss
Revenge
Scary Face
Dynamicpunch

Encore
Counter
Ice Punch
Thunderpunch
Fire Punch
Bullet Punch

Toxic
Bulk Up
Light Screen
Protect
Earthquake
Payback
Bulldoze
Rock Slide
Substitute

Scyther [Ares] (M)
Nature: Adamant (+Atk, -SpA)
Type: Bug/Flying
Bug: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.
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:
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, Scissor Cross from 8 to 10)
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).
Steadfast (DW): (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.

Stats:
HP:100
Atk: Rank 5 (+1)
Def: Rank 3
SpA: Rank 1 (-1)
SpD: Rank 3
Spe: 105

EC: 5/6
MC: 1
DC: 4/5

Attacks:
Vacuum Wave
Quick Attack
Leer
Focus Energy
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter
Double Team
X-Scissor
Night Slash
Swords Dance

Counter
Reversal
Steel Wing

Toxic
Light Screen
Protect
Brick Break
Giga Impact

Roost

Albinoloon:

Dusknoir * (Sone) M
Nature: Adamant (Attack raised by *; Special Attack reduced by *)
Personality:
Personality: At full potential as a Dusknoir, Sone's personalilty drastically changed. No longer quiet and unassuming, Sone appointeed himself the leader of the team, putting himself in the spotlight, than rather lurking in the shadows. No one knows why his appearence is different from other dusknoir, although his childhoood in Mt. Pyre could be a clue. He has left his birthplace, becoming a rouge. He seems to chuckle on stormy nights. His tactics and mindset are of a king, strong and unrelenting. However, he also retains his battle style as a dusclops, stalling his opponent out until it drops dead in fromt of him. Sone acts as the trainer's right hand-man, attending to the other members. Only he understands Sone.
Type: Ghost
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1).

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.

Stats:

Dusknoir
HP: 90
Atk: Rank 5 (+)
Def: Rank 5
SpA: Rank 2 (-)
SpD: Rank 5
Spe: 45

EC: 6/9
MC: 1
DC: X

Attacks:
Leer (*)
Night Shade (*)
Disable (*)
Forsight (*)
Astonish (*)
Confuse Ray (*)
Shadow Sneak (*)
Pursuit (*)
Toxic (*)
Rest (*)
Double Team (*)
Pain Split (*)
Skill Swap (*)
Faint Attack (*)
Gravity
Fire Punch
Ice Punch
Thunderpunch
Taunt
Will 'o' Wisp
Shadow Punch

Frosslass [Yuki] F
Nature: Rash (SATK increased by *; SDEF reduced by *)
Personality:Since her evolution, she underwent a significant personality change. Her shyness has dissapated, only leaving the cold passion for the kills she has always recieved. She has little to almost no interaction with any other team member apart from Vayn, who understands and supports her. She is known to display to Vayn, who then shares sucking the life out of it with her. The two are best friends, so Yuki will not let her fall.
Type: Ice/Ghost
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, Glaceon, Vanilluxe line, Beartic line and Furijio ONLY: immunity to Sheer Cold, removal of Boiling water's Burn effect, and 50% reduction in burn chance from Fire moves.)
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:
Snow Cloak:(Innate)This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.
Cursed Body:(Innate)When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Stats:

HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2 (-)
Spe: 110

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

Moves:
Powder Snow
Double Team
Bite
Icy Wind
Headbutt
Protect
Hail
Blizzard
Shadow Ball
Thunderbolt
Disable
Avalance
Fake Tears
Taunt
Ominous Wind
Confuse Ray
Ice Shard

Lampent (Vayn) F
Nature: Modest (ATK reducad by *; SATK increased by *)
Personality: Since her evolution, she has recognized how to recognize patterns. However, she still seeks to change the environment to her advantage. She has learned the power of force, and recognizes it. She is starting to grow an understanding of pokemon as well as people's thoughts. Her tactics are never thought down upon. Her appearance in a match is enigmatic, as she has an array of different strategies she can use. Now, her fighting style differs from her previous one, as now, she has acess to much more mobility, being able to spread a trail of fire as she floats, or fortifying herself with an army of will 'o' wisps. Her friendship with Yuki is a close one, in fact, they only communicate with each other. When Yuki is by her side, she won't lose. She was born of the negative litwicks, emmiting negative light, which can offset normal light, which makes her surroundings dim.
Type: Fire/Ghost
Fire:Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Solarbeam has Energy Cost reduced by one (1).
Ghost:Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks, Pain Split, Psychic, Sucker Punch, Telekinesis, Trick, and Will-o-Wisp have Energy Cost reduced by one (1).

Abilities:
Flash Fire: (Innate)This Pokemon thrives in high temperatures, and takes the energy of any fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2).
Flame Body: (Innate)This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag: (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

Stats:

HP: 90
Atk: Rank 1 (-)
Def: Rank 2
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 55

EC: 8/9
DC: 4/5
MC: 0

Attacks:

Ember
Astonish
Minimize
Smog
Fire Spin
Confuse Ray
Fire Spin
Night Shade
Will 'o' Wisp
Flame Burst
Imprison
Flamethrower
Shadow Ball
Psychic
Acid Armor
Heat Wave
Haze
Hex
Taunt
Will 'o' Wisp
Protect

Breezi [Ivaldii(F)]
Nature: Modest( +Rank in SAtk; -Rank in Atk )
Personality:
Retaining a close relationship with her trainer, Ivaldii is an arrogant individual who can't stand to lose. She is very bratty and taunts the rest of the team by sitting on her trainer's shoulder. Her fighting style is usually airborne, but uses her amazing craftsmanship skills to create sculptures of herself as substitutes. Also, she abuses encore and taunt (these moves reflect her personality) constantly, destroying walls and set-up sweepers. Ivaldii and Frigga have the most tension, as they frequently dispute over her trainer's attention. She will only eat sweets.
Type: Poison/Flying
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.
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.

Ablilities:
Persistant: (Innate)This Pokemon has a great affinity for odd field effects. When it uses one of these effects it increases their duration. Moves affected are Gravity, Heal Block, Lucky Chant, Magic Room, Safeguard, Trick Room, Tailwind, and Wonder Room by an additional one (1) round or three (3) actions depending on the move.
Vital Spirit: (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.
Unburden(DW LOCKED): (Innate)This Pokemon is incredibly possessive. If it uses or loses an item in battle its rage swells and its speed doubles (x2) until it receives another item.

Stats:

HP:90
Atk: Rank 1(-)
Def: Rank 2
SAtk: Rand 4(+)
SDef: Rank 2
Spd: 85

EC: 3/6
DC: 2/5
MC: 4

Moves:
Heal Pulse
Entertainment
Razor Wind
Gust
Tailwind
Encore
Rapid Spin
Knock Off
Copycat
Whirlwind
Taunt
Toxic
Substitute
Disable
Earth Power
Wish

AlphaJolt releases Poke --> Albinoloon releases Poke + Actions --> AlphaJolt issues Actions --> Korski refs
 
Heracles show your power! Heracles evolves upon coming out.

Machamp[Heracles] (M)
Nature: Adamant (+Atk, -SpA)
Type: Fighting
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

Abilities:
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.
No Guard: (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.
Steadfast (DW): (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.

Stats:
HP: 100
Atk: Rank 6 (+1)
Def: Rank 3
SpA: Rank 2 (-1)
SpD: Rank 23
Spe: 55

EC: 8/9
MC: 0
DC: 5/5

Moves:
Wide Guard
Low Kick
Leer
Focus Energy
Karate Chop
Low Sweep
Foresight
Seismic Toss
Revenge
Vital Throw
Scary Face
Dynamicpunch

Encore
Counter
Ice Punch
Thunderpunch
Fire Punch
Bullet Punch

Toxic
Bulk Up
Light Screen
Protect
Earthquake
Payback
Bulldoze
Rock Slide
Substitute

Heracles learned Vital Throw and Wide Guard!
EDIT: still starting off with Heracles cause he's awesome!
 
Alrighty then, Sone, you're still up!

Well, well, well... What exactly ARE we facing? Something from a freak show, I presume.
Master, what is required this round?

This is going to be a good match, so let's snatch the advantage early! First, call upon the mysterious blue flames of the will 'o-the' wisp to singe our mythological hero. Next action, summon the shadows to our aid and pummel him with you fist. To finish off, fire a ray of confusion at him!

Will 'o' wisp ~ Shadow Punch ~ Confuse Ray
If will 'o' wisp should fail, replace your actions with
Shadow Punch ~ Shadow Punch ~ Will 'o' Wisp
 
Is it an allowed substitution to say "if x misses use y"?
Use Foresight so that he's no longer immune to your Fighting attacks. After that Encore his Will-o-Wisp. If it isn't his first action then use Counter on his Shadow Punch. Then, confuse him with a Dynamicpunch.

Summary: Foresight, Encore WoW/Counter ShadowPunch, Dynamicpunch
 

Korski

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is a CAP Contributoris a Forum Moderator Alumnus
Yeah for the record, “if x misses, use y” is not an allowed Substitution, although I’m pretty sure that Albinoloon meant “fail” to mean if the move was in any way blocked or manipulated, not if the move missed.

~ROUND 1 BEGINS~

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

VS.

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

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

Alright time for another no-frills match in the ASB Arena! On one side is the challenger, Albinoloon AlphaJolt, who sends out his Machoke Heracles, and on the other stands AlphaJolt Albinoloon, accepting the challenge with his unusual-looking Dusknoir, Sone!

As the battle begins, Heracles takes in the applause and camera flashes of the adoring fans, growing confident enough to evolve into a Machamp! Finally on even terms with its opponent, Heracles pinpoints the shifty Sone with Foresight for the next few attacks! Sone, meanwhile, floats a nasty Will-o-Wisp at the four-armed bruiser, administering 2nd-degree Burns! Heracles is impressed but becomes even more resolved to win due to the setback! Wow, what Guts! In fact, Heracles is so impressed with the tactic that he calls for an Encore, one that Sone is more than happy to oblige! Finally, Heracles gets on the offensive with a huge DynamicPunch that Sone was unable to avoid, despite its ectoplasmic body! How does that work? As confusing as it is to me, it’s even more confusing to Sone, who gets severely confused from the blow, but not too confused to fire off one final Will-o-Wisp!

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

Action 1:

Machamp: Foresight (-6 energy, Dusknoir locked onto for 6 Actions)
Dusknoir: Will-o-Wisp (-7 energy, Machamp 2nd-degree Burned (activates Guts, 2 DPA))

End of Action: Burn (Machamp -2 HP)

Action 2:

Machamp: Encore (-10 energy, Dusknoir’s Will-o-Wisp Encored for 2 Actions)
Dusknoir: Will-o-Wisp (fails, -7 energy)

End of Action: Burn (Machamp -2 HP)

Action 3:

Machamp: DynamicPunch (17 damage, -7 energy, crit fails, Dusknoir Severely Confused for 3 Actions)
Dusknoir: Will-o-Wisp (fails, -7 energy, Encore done, Dusknoir cannot be Encored for 1 Action)

End of Action: Burn (Machamp -2 HP)

~ROUND 1 ENDS~

HP: 94
Energy: 57
Boosts: None
Other: Locked onto Dusknoir for 4 Actions, 2nd-degree Burn (activates Guts, 2 DPA)

VS.

HP: 73
Energy: 79
Boosts: None
Other: Confused (2 Actions)

AlphaJolt --> Albinoloon --> Korski
 
I should be at 77 Energy, but I assume that's just a typo. Also, he should be getting penalized with 4 extra energy for using WoW consecutively even if it fails (7, 11, 15) making his energy now 67. EDIT: my bad sorry.

Good job Heracles! Now use Bulk Up, Dynamicpunch, Payback.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
When a Poke evolves at the start of the match, it does so at the expense of 20% energy. Check out the Battle Tower OP for info on that. Machamp is right where it should be at 100 EN - 20 [evo] - 23 [moves] = 57 EN.

Secondly:
Originally Posted by Fat Data Audit Thread
Encore: The Pokemon gives its opponent an enthusiastic round of applause. The target is so flattered that it can’t help but repeat its last action for the next two (2) actions. The afflicted Pokemon will not expend extra energy from consecutive attacks while Encore is in effect. Encore fails when used on a target whose Encore ended on the previous action.
I hope this alleviates your concerns.
 

Grr... he's playing with me. And that punch.. was so...DYNAMIC... oww... By our own folly, too!
I'm sure you'll know what to do.


Right. Start off by forcing Heracles' memory of dynamicpunch out of his mind, so you won't be afflicted with it any longer. Then, get the ball rolling with a conduse ray- I see. Then, finish off by- punching it until it cringes.


Disable(Dynamicpunch) - Toxic - Shadow Punch
If the first move is not by the end of the first action, push your actions back.


1,000 post WOOOOOOO
 

Korski

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is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 2 BEGINS~

HP: 94
Energy: 57
Boosts: None
Other: Locked onto Dusknoir for 4 Actions, 2nd-degree Burn (activates Guts, 2 DPA)

VS.

HP: 73
Energy: 79
Boosts: None
Other: Confused (2 Actions)

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

The battle rolls on as Heracles Bulks Up his muscles to appear stronger to its opponent! Sone, dizzy from that massive DynamicPunch, Disables Heracles so that he can't use that attack anymore! What do you know? Machamp struggles to remember how to pull its elbow back and thrust one of its four arms forward with a fist on the end to create a DynamicPunch, so as it goes to repeat the attack, the move fails! If you thought that was dumb, look at Sone, who just hit itself in confusion! Way to take advantage of an opening, Sone! Anyway, the battlers get back on track, trading off a devastating Payback for a not-as-devastating Shadow Punch to end the Round!

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

Action 1:

Machamp: Bulk Up (-6 energy, +1 Atk/Def for 4 Actions)
Dusknoir: Disable [DynamicPunch] (-6 energy, Machamp's DynamicPunch Disabled for 6 Actions)

End of Action: Burn (Machamp -2 HP)

Action 2:

Machamp: DynamicPunch (fails, -7 energy)
Dusknoir: Hurts self in confusion (-4 HP, -3 energy, Confusion cleared)

End of Action: Burn (Machamp -2 HP)

Action 3:

Machamp: Payback (15 damage, -7 energy, crit fails)
Dusknoir: Shadow Punch (11 damage, -3 energy, crit fails)

End of Action: Burn (Machamp -2 HP)

~ROUND 2 ENDS~

HP: 77
Energy: 44
Boosts: +1 Atk/Def (2 Actions)
Other: Locked onto Dusknoir for 1 Action, 2nd-degree Burn (activates Guts, 2 DPA), DynamicPunch Disabled (4 Actions)

VS.

HP: 54
Energy: 67
Boosts: None
Other: None

Albinoloon --> AlphaJolt --> Korski
 
Things went alright, if I do say so myself. Although activating Guts was a bad idea from the start.
I await your command.

Alright, time to kick things up a notch! Start this with by sharing your pain with that sumo-wrestler to make things more even. Next, take a rest for 2 actions!

Pain Split ~ Rest ~ Rest
if encore is used on the first action, replace your actions with
Shadow Punch ~ Pain Split ~ Shadow Punch
 
You don't want to run out of energy. Chill, then Encore his Pain Split so he can't rest. Finish with another Bulk Up.
 

Korski

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is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 3 BEGINS~

HP: 77
Energy: 44
Boosts: +1 Atk/Def (2 Actions)
Other: Locked onto Dusknoir for 1 Action, 2nd-degree Burn (activates Guts, 2 DPA), DynamicPunch Disabled (4 Actions)

VS.

HP: 54
Energy: 67
Boosts: None
Other: None

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

Heracles thinks its time to chill out and check its opponent's strategy. Sone shows just what that strategy will be with a Pain Split that Heracles quickly Encores, seeing a chance to maintain even ground while setting up! But hey, watch out for that burn, Heracles! As Sone recklessly continues Pain Splitting and even healing Heracles, Heracles once again Bulks Up all those giant muscles because, guess what, it gets DynamicPunch back pretty soon! Overall a pretty boring round!

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

Action 1:

Machamp: Chill (+12 energy, 1/5 Chills)
Dusknoir: Pain Split (11 damage, +12 HP, -14 energy)

End of Action: Burn (Machamp -2 HP)

Action 2:

Machamp: Encore (-10 energy, Dusknoir's Pain Split Encored for 2 Actions)
Dusknoir: Pain Split (-1 damage, -1 HP, -5 energy)

End of Action: Burn (Machamp -2 HP)

Action 3:

Machamp: Bulk Up (-6 energy, +1 Atk/Def for 4 Actions)
Dusknoir: Pain Split (-1 damage, -1 HP, -5 energy, Encore ends)

End of Action: Burn (Machamp -2 HP)

~ROUND 3 ENDS~

HP: 62
Energy: 40
Boosts: +1 Atk/Def (4 Actions)
Other: 2nd-degree Burn (activates Guts, 2 DPA), DynamicPunch Disabled (1 Action)

VS.

HP: 64
Energy: 43
Boosts: None
Other: Cannot be Encored (1 Action)

AlphaJolt --> Albinoloon --> Korski
 
Start by making a 25 HP Substitute so that he can't Pain Split you again. Then use Foresight followed by more destruction from Dynamicpunch.
 

Korski

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~ROUND 4 BEGINS~

HP: 62
Energy: 40
Boosts: +1 Atk/Def (4 Actions)
Other: 2nd-degree Burn (activates Guts, 2 DPA), DynamicPunch Disabled (1 Action)

VS.

HP: 64
Energy: 43
Boosts: None
Other: Cannot be Encored (1 Action)

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

As we get back into the action, Heracles makes a 25 HP Substitute that takes a Shadow Punch from Done in stride! Heracles then re-locks onto Sone with Foresight, which doesn't bother Sone at all, so it just chills out! And here it comes, the inevitable DynamicPunch that slightly confuses Sone, causing it to hurt itself in confusion! Ouch!

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

Action 1:

Machamp: 25 HP Substitute (-25 HP, -24 energy)
Dusknoir: Shadow Punch (10 damage [Substitute], -3 energy, crit fails)

End of Action: Burn (Machamp -2 HP)

Action 2:

Machamp: Foresight (-6 energy, Dusknoir locked onto for 6 Actions)
Dusknoir: Chill (+12 energy, 1/5 Chills)

End of Action: Burn (Machamp -2 HP)

Action 3:

Machamp: DynamicPunch (18 damage, -7 energy, crit fails, Dusknoir slightly confused for 2 Actions)
Dusknoir: Hurts self in confusion (4 damage, -3 energy, Dusknoir snapped out of confusion)

End of Action: Burn (Machamp -2 HP)

~ROUND 4 ENDS~

HP: 31
Energy: 3
Boosts: +1 Atk/Def (1 Action)
Other: 2nd-degree Burn (activates Guts, 2 DPA), Substitute (15 HP), Locked onto Dusknoir (5 Actions)

VS.

HP: 42
Energy: 49
Boosts: None
Other: None

Albinoloon --> AlphaJolt --> Korski
 
Still on iPad

Shadow Punch - Fire Punch - Shadow Punch
if Heracles chills on the second action, also chill on that action
 

Korski

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is a CAP Contributoris a Forum Moderator Alumnus
~ROUND 5 BEGINS~

HP: 31
Energy: 3
Boosts: +1 Atk/Def (1 Action)
Other: 2nd-degree Burn (activates Guts, 2 DPA), Substitute (15 HP), Locked onto Dusknoir (5 Actions)

VS.

HP: 42
Energy: 49
Boosts: None
Other: None

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

Heracles looks like its about to pass out from exhaustion, which is why it's a good idea for it to chill out while Sone tries in vain to break its Substitute. The two then both chill out because they are forgetting that they are in combat with each other, after which they get back into it with a DynamicPunch from Heracles that once again confuses Sone, and a Shadow Punch that finally destroys Heracles's Substitute! Finally, some action! Anyway, it's still pretty close, so let's find out who comes out ahead (preferably in the next Round)!

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

Action 1:

Machamp: Chill (+12 energy, 2/5 Chills)
Dusknoir: Shadow Punch (10 damage [Substitute], -3 energy, crit fails)

End of Action: Burn (Machamp -2 HP)

Action 2:

Machamp: Chill (+12 energy, 3/5 Chills)
Dusknoir: Chill (+12 energy, 2/5 Chills)

End of Action: Burn (Machamp -2 HP)

Action 3:

Machamp: DynamicPunch (17 damage, -7 energy, crit fails, Dusknoir slightly confused for 2 Actions)
Dusknoir: Shadow Punch (5 damage [Substitute], Sub breaks, -3 energy)

End of Action: Burn (Machamp -2 HP)

~ROUND 5 ENDS~

HP: 25
Energy: 20
Boosts: None
Other: 2nd-degree Burn (activates Guts, 2 DPA), Locked onto Dusknoir (2 Actions)

VS.

HP: 25
Energy: 55
Boosts: None
Other: Confused (1 Action)

Oh my god somebody get KO'd please it's been 5 Rounds now.

AlphaJolt --> Albinoloon --> Korski
 

Korski

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

HP: 25
Energy: 20
Boosts: None
Other: 2nd-degree Burn (activates Guts, 2 DPA), Locked onto Dusknoir (2 Actions)

VS.

HP: 25
Energy: 55
Boosts: None
Other: Confused (1 Action)

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

Things are finally getting interesting as Heracles nails Sone with a big Payback for stalling so much and wasting everyone's time! Sone gets embarrassed for being called out like that which, combined with its confusion, causes it to hurt itself and not do the crazy combo that could've been awesome (sorry, but hax)! Then Heracles finishes the weird-looking Ghost off with a final DynamicPunch to draw first blood in today's match!

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

Action 1:

Machamp: Payback (13 damage, -7 energy, crit fails)
Dusknoir: Hurts self in confusion (4 damage, -3 energy, Dusknoir snaps out of confusion)

End of Action: Burn (Machamp -2 HP)

Action 2:

Machamp: DynamicPunch (8 damage, -7 energy, KO)
Dusknoir: KO'd

End of Action: Burn (Machamp -2 HP)

~ROUND 6 ENDS~

HP: 21
Energy: 6
Boosts: None
Other: 2nd-degree Burn (activates Guts, 2 DPA)

VS.

HP: 0
Energy: 52
Boosts: Done
Other: Gone

Albinoloon releases Pokemon + Actions --> AlphaJolt issues Actions --> Korski refs
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Albinoloon has 24 hours to post or he/she will be DQ'd from the match (1-time extension and warning).
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Albinoloon has passed the 3-day Player DQ and a 24-hour extension at this point, so I'm going to call the match in favor of AlphaJolt via DQ, unfortunately. GG to the both of you; it's a shame we couldn't keep going. Rules are rules, though.

AlphaJolt: 2 TC
Heracles the MACHAMP: 1 EC (spent), 2 MC, 1 KOC

Albinoloon: 0

Korski: 2 RC
 
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