Rediamond vs. Gerard: Only Rules Here are the Scout Oath and Law (Korski refs)

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Korski

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BATTLE ON!

Arena:

Philmont Base Camp 2011:

A dusty clearing 20 by 50 feet in the middle of lines of tents. The sun is shining brightly, but every round there is a 30% chance of a sandstorm occuring for the round. After the sandstorm, the sun will resume. To avoid messing with the weather pattern, weather moves are banned. Additionally, fire moves are banned due to the extreme fire danger in the area. Additionally, the low humidity makes water moves impossible to perform, and the high heat will reduce the BP of Ice moves by 2. Other than those restrictions, there's not much to say.

Rules:
2 vs. 2 Singles
36-hour Player DQ / 48-hour Ref DQ
2 Recovers / 5 Chills
All Abilities
No Items
Switch=KO
NFE-only Pokemon

Teams:

Rediamond:
2.png

Ivysaur [Yoshi] (F)

Nature: Naughty (+ Attack, - Special Defense)

Type: Grass/Poison
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Overgrow: (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)
Chlorophyll (DW): (Innate) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Stats:
HP: 90
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 3
SpD: Rank 2 (-)
Spe: 60

EC: 4/9
MC: 3
DC: 1/5

Attacks:
Tackle
Growl
Leech Seed
Vine Whip
PoisonPowder
Sleep Powder
Take Down
Razor Leaf
Sweet Scent
Growth

Giga Drain
Light Screen
Power Whip

Toxic
Venoshock
Hidden Power Fire (7)
175.png

Togepi [Airplane] (M)
Nature: Modest (+*SpAtt, -*Att)
Type: Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).


Stats:
HP: 90
Atk: Rank Zero (-)
Def: Rank Three
SpA: Rank Three(+)
SpD: Rank Three
Spe: 20

EC: 3/9
MC: 0
DC: 1/5

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste 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: (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. [DreamLocked]

Attacks:
Growl
Charm
Metrenome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Bestow
Wish
Safegaurd

Extrasensory
Morning Sun
Substitute

Flamethrower
Psychic
Solar Beam
Gerard:
Togetic (Éponine) {F}
176.png


Nature: Modest (+1 SpA, -1 Atk)
Type: Normal / Flying
Normal: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.
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:

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: (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.


Stats:

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

Spe:
40

EC: 6/9
MC: 0
DC: 5/5

Attacks:

Magical Leaf
Growl

Charm
Metronome
Sweet Kiss
Yawn
Encore
AncientPower
Follow Me
Bestow
Safeguard

Psychic
Flamethrower
Grass Knot
Shadow Ball
Light Screen
Reflect
Thunder Wave

Psych Up
Nasty Plot
Morning Sun
Magic Coat
Counter
Tri Attack
Shelgon (Karma) {F}
Spr_5b_372_s.png

Nature: Mild (+1 SpA, -1 Def)
Type: Dragon
Dragon: Dragon STAB; Roar has have Energy Cost reduced by one (1).

Abilities:

Rock Head: (Innate)
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Overcoat: (Innate)
This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.


Stats:

HP: 100
Atk:
3
Def:
3 (-)
SpA: 3
(+)
SpD:
2
Spe: 50


EC: 7/9
MC: 5
DC: 5/5

Attacks:

Rage
Bite
Leer
Headbutt
Focus Energy
Ember
Crunch
Protect
Zen Headbutt
Double-Edge

Flamethrower
Brick Break
Dragon Claw
Substitute
Rock Slide


Hydro Pump
Dragon Dance
Dragon Pulse

Rediamond releases Pokemon --> Gerard releases Pokemon + Actions --> Rediamond issues Actions --> Korski refs
 
Alright, it's been a while since we did this, but we aren't going to go down without one heck of a fight. It's been ten days since I left this dusty camp to get on the trail. That means ten days of mountains, dust, mini bears, more dust, and dehydration. But more importantly, it's been a while since I've had my last battle. So when I saw a challenge posted by the dining hall, I knew I had to check it out. All of my stronger 'mons (read: fully evolved ones) were left at home, bar Shiftry, whom I later traded anyways. So for now, I've got a baby Pokemon and a recently obtained one. Once again, really fun. I look back over my belt. Ivysaur is new, but will enjoy the fire ban and high temperatures. Still, I don't want to use him quite yet. Togepi has only battled once, and that was a disaster. Still, he's my best bet at the moment.

"Togepi, go!"

In a flash of light, the egg Pokemon appears on the ground before me. However, it isn't long before his happiness from being selected along with Shiftry to come with me to New Mexico kicks in, and another flash of light appears on the arena.


176.png

Togetic [Airplane] (M)
Nature: Modest (+*SpAtt, -*Att)
Type: Normal: Normal STAB; Bite, Claw Sharpen, Crunch, Dig, Double Kick, Hammer Arm, Iron Tail, Rain Dance, Rock Smash, Shadow Claw, Sunny Day, Wild Charge have Energy Cost reduced by one (1).


Stats:
HP: 90
Atk: Rank One (-)
Def: Rank Three
SpA: Rank Four(+)
SpD: Rank Four
Spe: 40

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

Abilities:
Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste 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: (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. [DreamLocked]

Attacks:
Magical Leaf
Growl
Charm
Metrenome
Sweet Kiss
Yawn
Encore
Ancient Power
Follow Me
Bestow
Wish
Safegaurd

Extrasensory
Morning Sun
Substitute

Flamethrower
Psychic
Solar Beam

 
Even if i would love to have a Togetic vs Togetic battle, this sounds like a job for Karma, i know it's been a while since you faced an opponent that could have so many tricks, still this battle will be win with your head (both mentally and physically), so we have to think about our actions really crefully unless we want to be owned

So you'll start trying to make her loose as many turns as possible launching him rocks, just make sure you can do something after that, you'll try hard and launch him rocks if he hasn't make use some of his tricks on you (and to maybe make him lose a turn), then hit him with a powerful claws so he learns how powerful you are, and finish him with another rocky attack

Spr_5b_372_s.png

Karma: Rock Slide - Dragon Claw - Rock Slide
* if he uses Yawn on First Action change that action to Substitute (25 HP) and push al actions one
 
Shelgon. I've never seen the evolutionary line battle before, but I can't expect an easy fight here. We're in a bit of a bad position due to Rock Slide, but that's never meant certain defeat. All we've got to do is shut him down and hit hard.

"Alright, Togetic. Start off by using a psychic attack to flip him onto his back. This should restrict what he can do considerably until he somehow manages to get himself flipped back over. At the very least, she can't reach the rocks on the ground. Then, use Charm to by us some time. Finally go for a Psychic attack, but take care not to flip him back over. This battle may have us at a disadvantage, but we've got a few tricks left yet!
 
~ROUND 1 BEGINS~
176.png

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

VS.
Spr_5b_372_s.png

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

Field Effects: Sunlight (permanent)

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

It is another scorching hot summer at Philmont Base Camp and we are miles and miles away from modern comforts like air conditioning and McChickens, which means it's the perfect time for a Pokemon battle! Rediamond and Gerard just so happen to be in the area, so I guess they'll square off! Rediamond releases his Togepi, Airplane to face off against Gerard's Shelgon, Karma! The match looks a little uneven to start, but not after Togepi takes in some of that delicious sunlight and evolves into a Togetic! Fun!

Karma is unimpressed by the show, interrupting Airplane's adjustment into its new body by welcoming it to the Flying-typing with a devastating Rock Slide! Airplane senses the threat posed by Karma, so it uses its Psychic powers to pick Karma up and slam it back down into the ground on its back! As Karma struggles to get up, Airplane flies over and apologizes and comments on Shelgon's pretty eyes, Charming the dragon into being nicer to it! But Karma must continue battling, trainer's orders, by scratching at the bird-plane thing with a Dragon Claw that scores an emotionally critical hit because Airplane thought they were friends! What a jerk! To put the final nail in the coffin of their friendship, Karma once again strikes with a Rock Slide, but can't get itself to do as much damage as before because it feels guilty! Airplane, heartbroken, goes back on the offensive with another Psychic attack, but is careful not to flip the Shelgon over again because of what happened last time.

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

Action 1:

Karma: Rock Slide (12 damage, -6 energy, crit fails, flinch fails)
Airplane: Psychic (12 damage, -7 energy, crit fails, SpD drop fails, Karma flipped on its back)

Action 2:

Karma: Gets back on its feet (-5 energy)
Airplane: Charm (-5 energy, Karma -2 Atk)
Karma: Dragon Claw (11 damage, -5 energy, crit successful)

Action 3:

Karma: Rock Slide (9 damage, -6 energy, crit fails, flinch fails)
Airplane: Psychic (12 damage, -7 energy, crit fails, SpD drop fails)

~ROUND 1 ENDS~
176.png

HP: 48
Energy: 61
Boosts: None
Other: None

VS.
Spr_5b_372_s.png

HP: 76
Energy: 78
Boosts: -2 Atk
Other: None

Field Effects: Sunlight (permanent)

Rediamond --> Gerard --> Korski
 
Well, it could have gone worse. On one hand, I'm behind in every possible category. On the other, I can actually abuse the sun here to my advantage. I've just got to shut Shelgon down for an action or two...

"Togetic, let's get this together now! I want you to start off with a Yawn attack to lull him to sleep. After that, go for a Psychic and Ancientpower to deal some damage and possibly boost our stats. The catch here, is that if you ever see a Substitute coming, encore it the first time it's used. Don't push actions back, though."
 
Sweet, but we're not done yet, first Karma, you should protect yourself against that Yawn, we can't let boredom defeat us, you'll use your own static energy to paralyse Airplane to let us have as much free turns as we can, and increase our awesome speed diference even more, try shoting a big pulse of energy, nothing really awesome but will hurt more than your weekened ofenses

Karma: Protect - Thunder Wave - Dragon Pulse
 
~ROUND 2 BEGINS~
176.png

HP: 48
Energy: 61
Boosts: None
Other: None

VS.
Spr_5b_372_s.png

HP: 76
Energy: 78
Boosts: -2 Atk
Other: None

Field Effects: Sunlight (permanent)

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

After a slight break in the action, a mighty wind blows in, picking up some sand around the camp and causing a Sandstorm! Karma's unsure about how to handle the new battle effect, so it sets up a Protective barrier to scout Airplane's actions. Airplane tries to make Karma drowsy with a Yawn, but thanks to its protective barrier, Karma is unaffected! Looking to slow down its opponent for some reason, Karma hits Airplane with a Thunder Wave, but Airplane fights through the violent muscle spasms associated with paralysis and strikes back with a familiar Psychic attack! Karma, realizing it must fight to win the battle, goes back on the offensive with a Dragon Pulse, to which Airplane responds with a strange Ancientpower that, thanks solely to Airplane's Serene Grace ability, mysteriously boosts all its stats! Too bad it's paralyzed, but it should still make good use out of everything!

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

Before Round: Sandstorm (1 Round)

Action 1:

Karma: Protect (-7 energy)
Airplane: Yawn (miss, -6 energy)

End of Action: Sandstorm (Airplane -2 HP)

Action 2:

Karma: Thunder Wave (-7 energy, Airplane 25% Paralyzed)
Airplane: Psychic (12 damage, -7 energy, crit fails, SpD drop fails)

End of Action: Sandstorm (Airplane -2 HP)

Action 3:

Karma: Dragon Pulse (11 damage, -6 energy, crit fails)
Airplane: Ancientpower (9 damage, -4 energy, crit fails, stat boosts successful)

End of Action: Sandstorm (Airplane -2 HP), Sandstorm dissipates

~ROUND 2 ENDS~
176.png

HP: 31
Energy: 44
Boosts: +1 Atk/Def/SpA/SpD/Spe (1 Round)
Other: 20% Paralyzed

VS.
Spr_5b_372_s.png

HP: 55
Energy: 58
Boosts: -1 Atk
Other: None

Field Effects: Sunlight (permanent)

Gerard --> Rediamond --> Korski
 
Sweety, a little problem, Karma has Overcoat (This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather.) so she shouldn't be harmed by sandstorm
 
Well, we're almost done here, you should be able to take down that thing without much damage to yourself, he was lucky to gain that boost, but he is still slower than you and you can do a lot of damage, continue using your powerful attacks, but now use a substitute to make sure you can stand those hits (you can) and make sure he can't yawn at you, but make sure you don't fall on his tricks, then attack like there's no tomorrow

Karma: Substitute (25 hp) - Dragon Pulse - Dragon Pulse
* if he uses Encore First Action change that action to dragon pulse
 
Only one thing left here... Time to go for broke.

"Substitute(25) along side him, then use Morning Sun and Chill. Bump all actions back if it fails."
 
~ROUND 3 BEGINS~
176.png

HP: 31
Energy: 44
Boosts: +1 Atk/Def/SpA/SpD/Spe (1 Round)
Other: 20% Paralyzed

VS.
Spr_5b_372_s.png

HP: 55
Energy: 58
Boosts: -1 Atk
Other: None

Field Effects: Sunlight (permanent)

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

Both battlers are sweatin' the heat here at Philmont, so they decide to go for a little protection with 25 HP Substitutes apiece! From behind the safety of their plush dolls, Karma releases a Dragon Pulse that barely scratches Airplane's Sub. Airplane tries to move in response, but is sadly fully paralyzed! Karma tries and fails again to break Airplane's Sub, while Airplane pulls in some energy from the intense Sunlight out here with a Morning Sun and heals itself! However, Airplane is very low on energy now; let's see how the battle develops!

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

Action 1:

Karma: Substitute (-25 HP, -24 energy)
Airplane: Substitute (-25 HP, -24 energy)

Action 2:

Karma: Dragon Pulse (9 damage [Substitute], -6 energy, crit fails)
Airplane: Fully Paralyzed

Action 3:

Karma: Dragon Pulse (9 damage [Substitute], -10 energy, crit fails)
Airplane: Morning Sun (+30 HP, -15 energy)

~ROUND 3 ENDS~
176.png

HP: 36
Energy: 5
Boosts: None
Other: 15% Paralyzed, Substitute (6 HP)

VS.
Spr_5b_372_s.png

HP: 30
Energy: 18
Boosts: None
Other: Substitute (25 HP)

Field Effects: Sunlight (permanent)

Rediamond --> Gerard --> Korski
 
Well, stalling has got us both low on energy now. I want to at least tie this round, so stalling's going to be our game.

Chill~Ancient power~Chill
 
Yeah, but his sub is the one with really low health, so you should be able to break that, first Chill, we need all the energy we can get, then use another one of your energy releases to break that sub, and use your full body to crack him open, that egg is going down

Karma: Chill - Dragon Pulse - Double-Edge
 
~ROUND 4 BEGINS~
176.png

HP: 36
Energy: 5
Boosts: None
Other: 15% Paralyzed, Substitute (6 HP)

VS.
Spr_5b_372_s.png

HP: 30
Energy: 18
Boosts: None
Other: Substitute (25 HP)

Field Effects: Sunlight (permanent)

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

The battlers are looking wiped out right now under this intense Southwest U.S. heat, so they take a moment to catch their breaths and chill out! Not long after the break begins, however, the two launch back at it, Karma obliterating Airplane's Substitute with a Dragon Pulse and Airplane scratching Karma's Substitute with an Ancientpower! With its enemy exposed, Karma moves in for a Double-edge that packs quite a punch and knocks the wind out of Airplane, causing it to chill once more to try and keep up with this all-on assault!

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

Action 1:

Karma: Chill (+12 energy, 1/5 chills)
Airplane: Chill (+12 energy, 1/5 chills)

Action 2:

Karma: Dragon Pulse (6 damage [Substitute], -6 energy, breaks Sub)
Airplane: Ancientpower (9 damage [Substitute], -4 energy, crit fails, stat boosts fail)

Action 3:

Karma: Double-edge (12 damage, -0 HP [Rock Head], -8 energy, crit fails)
Airplane: Chill (+12 energy, 2/5 chills)

~ROUND 4 ENDS~
176.png

HP: 24
Energy: 25
Boosts: None
Other: 10% Paralyzed

VS.
Spr_5b_372_s.png

HP: 30
Energy: 16
Boosts: None
Other: Substitute (16 HP)

Field Effects: Sunlight (permanent)

Gerard --> Rediamond --> Korski
 
Sweety, we're almost done yet, we can't do a lot here so you better finish her ASAP, but be careful, we don't want you to get to tired so rest a little bit and then continue with your full body assault and then try to hit him with even more rocks, helpfully taking a turn away with paraflinch

Karma: Chill - Double-Edge - Rock Slide
 
Well, if you can't win the easy way, you've got to go for Trickery an luck.

"Togetic, encore that chill to force him to burn some chills and let up on the offense. After that, go for a Serence Grace Ancient Power and Extrasensory to take down the sub."
 
~ROUND 5 BEGINS~
176.png

HP: 24
Energy: 25
Boosts: None
Other: 10% Paralyzed

VS.
Spr_5b_372_s.png

HP: 30
Energy: 16
Boosts: None
Other: Substitute (16 HP)

Field Effects: Sunlight (permanent)

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

The heat is really getting to Karma, who chills out again, which Airplane really seems to like (compared to being attacked, I'm sure), so it calls for an Encore that flatters Karma so much it keeps on doing it! Meanwhile, Airplane takes its time finally breaking Karma's Substitute, but after all that chilling, Karma looks to be in pretty good shape, especially in comparison to the very tired Airplane!

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

Action 1:

Karma: Chill (+12 energy, 2/5 Chills)
Airplane: Encore (-9 energy, Karma's Chill Encored for 2 Actions)

Action 2:

Karma: Chill (+12 energy, 3/5 Chills)
Airplane: Ancientpower (9 damage [Substitute], -4 energy, stat boosts fail)

Action 3:

Karma: Chill (+12 energy, 4/5 Chills, Encore ends)
Airplane: Extrasensory (7 damage [Substitute, breaks], -6 energy, crit fails)

~ROUND 5 ENDS~
176.png

HP: 24
Energy: 6
Boosts: None
Other: 5% Paralyzed

VS.
Spr_5b_372_s.png

HP: 30
Energy: 52
Boosts: None
Other: None

Field Effects: Sunlight (permanent)

Rediamond --> Gerard --> Korski
 
Now for the great question of life: wtf now? I mean, there was a sense of that on the trail at times, but this is worse. Honestly, the only thing to do here would be to weaken him enough to be one or two hit KO'd later...

"Chill out, then go for a Serene Grace Ancient Power and Extrasensory again."
 
We have this, finish him off with your powerfull full body hits and some rocks, that thing will go down faster than a lead ballon

Karma: Rock Slide - Double-Edge - Rock Slide
 
~ROUND 6 BEGINS~
176.png

HP: 24
Energy: 6
Boosts: None
Other: 5% Paralyzed

VS.
Spr_5b_372_s.png

HP: 30
Energy: 52
Boosts: None
Other: None

Field Effects: Sunlight (permanent)

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

It's about time for a big move to end the first half of the battle, so Karma jumps in for a Rock Slide that does good damage while Airplane sits back and chills out for some reason. It's probably just accepting its fate, which is fair, because Karma jumps in finally for a final Double-edge that sends the bird fairy down for a KO!

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

Action 1:

Karma: Rock Slide (12 damage, -6 energy, crit fails, flinch fails)
Airplane: Chill (+12 energy, 3/5 Chills)

Action 2:

Karma: Double-edge (12 damage, -0 HP [Rock Head], -8 energy, KO)
Airplane: KO'd

~ROUND 6 ENDS~
176.png

HP: 0
Energy: 18
Boosts: None
Other: Done

VS.
Spr_5b_372_s.png

HP: 30
Energy: 38
Boosts: None
Other: None

Field Effects: Sunlight (permanent)

Rediamond sends out Yoshi the IVYSAUR!

Gerard --> Rediamond --> Korski
 
Great Job, you've done a great role in this battle, and we should continue with the good job, so make sure you get as much damage as possible before you go down, if we go we'll go with a big crash, use Thunder Wave so you can be faster than he (and maybe make him lose some turns while you're at it), then try you'r best to make him loose some turns with a combination of full body attacks and rocky attacks

Karma: Thunder Wave - Zen Headbutt - Rock Slide
* if he uses sleep powder change that action to protect push all actions
 
That didn't go well. I withdraw Togetic into his Pokeball, and think through my plan of action. This isn't going particularly well, and I suspect it's only getting worse. While Ivysaur is a new mon, I get some of how to use him from bring a poison trainer. That means...

"Alright, let's get this revival started. Begin with a Toxic, and then Venoshock twice.
 
~ROUND 7 BEGINS~
2.png

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

VS.
Spr_5b_372_s.png

HP: 30
Energy: 38
Boosts: None
Other: None

Field Effects: Sunlight (permanent)

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

And Yoshi hits the dusty earth with a sense of urgency as the battle enters its second stage. Speaking of dusty earth, that old wind has picked up again, creating another Sandstorm to fight in! Despite the awful grains of sand whipping at its face, Yoshi starts things off with a Toxic on Karma, who responds with its own lethal status attack, Thunder Wave, paralyzing Yoshi! Now things start going downhill for the dinosaur plant :/ Karma jumps up and slams Yoshi with a Zen Headbutt, causing Yoshi to see stars and flinch! If that wasn't bad enough, Karma comes down again with a Rock Slide that buries Yoshi and makes it flinch again! This is a terrible start for poor Yoshi! He's so overwhelmed!

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

Before Round: Sandstorm (1 Round)

Action 1:

Yoshi: Toxic (-6 energy, Karma Toxic Poisoned (1 DPA for 3 Actions, then 2 DPA))
Karma: Thunder Wave (-7 energy, Yoshi 25% Paralyzed)

End of Action: Sandstorm (Yoshi -2 HP), Toxic (Karma -1 HP)

Action 2:

Karma: Zen Headbutt (12 damage, -6 energy, crit fails, flinch successful)
Yoshi: Flinch'd

End of Action: Sandstorm (Yoshi -2 HP), Toxic (Karma -1 HP)

Action 3:

Karma: Rock Slide (8 damage, -6 energy, crit fails, flinch successful)
Yoshi: Flinch'd

End of Action: Sandstorm (Yoshi -2 HP), Toxic (Karma -1 HP)

End of Round: Sandstorm dissipates, weather returns to Sunlight

~ROUND 7 ENDS~
2.png

HP: 64
Energy: 94
Boosts: None
Other: 20% Paralyzed

VS.
Spr_5b_372_s.png

HP: 27
Energy: 19
Boosts: None
Other: Toxic Poisoned (2 DPA for 3 Actions, then 3 DPA)

Field Effects: Sunlight (permanent)

Rediamond --> Gerard --> Korski
 
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