Full Battle on the Rapids! Rediamond vs. LupusAter - Ref: Deck Knight

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Deck Knight

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The Rules:

6 vs 6 singles
36 hour DQ, 3 days for ref
1 recover, 5 chills
All abilities
Switch=KO
No items

Arena: Rafting challenge

The battle takes place in/above a river filled with rapids and moving rather quickly. For combatants without access to the levitate command/ability or flying type (swimming mons are also exempt), they will be inside of a raft they must use to navigate the river. One raft is 100 feet ahead of the other. Each action, the Pokemon has the option of paddling to decrease the distance by 50 feet, or increase the distance by 50 feet. Additionally, each Pokemon can be knocked into the river by a suitable force (up to ref's disgression). If in the water, they must expend 10 energy and an action to get back on the raft. Or, they can fight in the water. However, all projectile/ranged attacks (close-range attacks normally would not work) only have a 50% chance of hitting due to the difficulties in aiming and keeping on the surface in the fast water. Additionally, every round there is a 20% chance of rapids appearing at the end, giving a 70% chance of knocking either side out of the raft, and dealing 10 damage to any Pokemon in the water.

Restrictions (inferred): No Digging. Seismic Attacks will shake the raft and possibly send a wave at foes, depending on the power of the Pokemon initiating the activity. Wave damage is considered Water-type. Each raft is depicted as a 20 ft by 20 ft wooden structure for these purposes.

The Teams:

94.png

Gengar* [Cloak] (Male)
Nature: Timid (+Speed, +19% accuracy, -*Att)

Type:
Ghost/Poison: 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). (Gengar line and pure Ghosts only: moving through walls.),
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Stats:
HP: 90
Att: 2 (-)
Def: Two
SpAtt: Five
SpDef: Three
Spe+: 127

EC: 9/9
MC: 0

Abilities:
Levitate: 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.

Attacks:
Hypnosis*
Lick*
Spite*
Mean Look*
Curse*
Confuse Ray*
Night Shade*
Sucker Punch*
Destiny Bond
Dark Pulse
Hex

Fire Punch*
Ice Punch *
Will-o-Wisp*

Energy Ball*
Psychic*
Thunderbolt*
Shadow Ball
Sludge Bomb
Substitute
Focus Blast
Venoshock
Toxic
Bide

282.png

Gardevoir* [Dreamer] (Female)
Nature: Modest (+* Special Attack, -*Attack)

Type: Psychic
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: 100
Atk: Rank Two

Def: Rank Three
SpAtk: Rank 6
SpDef: Rank 4
Spe: 80

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

Abilities:
Synchronize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.
Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf. (Dream World)

Attacks:
Growl*

Healing Wish
Confusion*
Double Team*
Teleport*
Lucky Chant*
Magical Leaf*
Healing Wave*
Calm Mind*
Hypnosis
Imprison

Will-o-wisp*
Shadow Sneak*
Destiny Bond*
Disable
Dream Eater

Psycho Shock*
Psychic*
Thunderbolt*
Hidden Power Fire (7)
Substitute
Focus Blast


38.png

Ninetales (F) [Sunshine] (Female)
Nature: Timid (+Speed, +16% accuracy, -Att)

Type:
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).

Stats:
Hp: 100
Att: 2(-)
Def: 3
SpAtt: 3
SpDef: 4
Spe+: 115


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

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).
Drought: (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). (Dream World)

Attacks:
Ember*
Tail Whip*
Roar*
Quick Attack*
Fire Spin*
Will-o-Wisp*
Confuse Ray*
Imprison*
Flame Burst*
Flamethrower*
Safeguard*
Nasty Plot
Fire Spin

Energy Ball*
Extrasensory*
Hypnosis*
Faint Attack
Pain Split
Disable

HP Fighting 7
Protect*
Toxic*
Return*
Dig
SolarBeam


233.png

Porygon [Cybrus]
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: 100
Atk: 2(-)
Def: 3
SpA: 5(+)
SpD: 3
Spe: 60

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

Abilities:
Trace: (Can be activtated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.
Download: (Innate) At the beginning of the match, the Pokemon analyzes the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage increase on the offense that strikes an opponent’s weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher defense, and attack when facing Hypno, which has higher special defense. For ties, Attack is raised.) This boost is maintained at the end of each round.

Attacks:
Conversion2
Tackle
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Signal Beam
Discharge
Tri Attack

Solarbeam
HP Fire (7)
Ice Beam
Trick Room

89.png

Muk [Gumshoe] (M)
Nature: Quiet (+*SpAtt, -15% speed, -10%evasion)
Type: Poison
Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens uninhibited. Dasutodasu, Muk, and Weezing inflict Toxic Poisoning with Solid/Liquid/Gaseous Poison attacks (respectively), Wrap, Haze, and Glare have Energy Cost reduced by one (1).

Stats:
HP: 110
Atk: 4
Def: 3
SpA: 4 (+)
SpD: 4
Spe: 43 (-)

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

Abilities:
Stench: (Innate) This Pokemon has a foul odor that reeks into each of its attacks, causing all of them to have a 10% flinch rate. This applies to each hit of a multi-hit move.
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping
Poison Touch: (Can be Disabled) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison. [DreamLocked]

Attacks:
Poison Gas
Pound
Harden
Mud Slap
Disable
Sludge
Mud Bomb

Explosion
Shadow Sneak
Curse

Toxic
Dig
Shadow Ball
Venoshock
Thunderbolt


123.png

Scyther [Blade] (M)
Nature: Adamant (+1Att, -1SpAtt)

Type:
Bug/Flying: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves. 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.

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

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

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)
Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2).
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference. This speed boost is maintained at the end of each round. [DreamLocked]

Attacks:
Vaccum Wave
Quick Attack
Leer
Focus Energy
Double Team
Pursuit
False Swipe
Agility
Wing Attack
Fury Cutter

Light Screen
Counter
Night Slash

X-Scissor
Brick Break
Aerial Ace


198.png

Murkrow Muninn (M)
Nature: Relaxed (+Def, -Spe)

Type:
Dark:Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
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:
Insomnia:(Innate)This Pokemon is immune to sleep induced by other Pokemon. It's 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.
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.
Prankster:(Locked)The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.

HP: 90
Atk: Rank 3
Def: Rank 3 +
SpA: Rank 3
SpD: Rank 2
Spe: 79 -

EC 5/6
MC 0
DC 2/5

Peck
Astonish
Wing Attack
Night Shade
Assurance
Faint Attack
Sucker Punch

Featherdance
Brave Bird
Roost

Psychic
Payback
Double Team
Fly

359.png

Absol (F) Hel
Nature:Brave
Type:
Dark:Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:
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.
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.
Justified:(DW locked)
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Atk: Rank 6 +
Def: Rank 2
SpA: Rank 3
SpD: Rank 2
Spe: 65 -

MC 0
DC 0/5

Scratch
Feint
Leer
Taunt
Quick Attack
Razor Wind
Bite
Pursuit
Swords Dance

Zen Headbutt
Hex
Sucker Punch

Toxic
Payback
Rock Slide

628.png

Braviary Hraesvelgr (M)
Nature: Adamant
Type: Normal/Flying
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).
Flying:Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon, Heat Wave, Icy Wind, Ominous Wind, Silver Wind, Twister, Whirlwind have have Energy Cost reduced by one (1).
Abilities:
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.
Sheer Force:(Activated)This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.
Defiant:(DW locked)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.

HP: 110
Atk: Rank 6 +
Def: Rank 3
SpA: Rank 1 -
SpD: Rank 3
Spe: 80

6/6 EC
0 MC
2/5 DC

Attacks:
Peck
Leer
Fury Attack
Wing Attack
Hone Claws
Scary Face
Aerial Ace
Brave Bird
Crush Claw
Sky Drop
Tailwind
Superpower
Thrash

Shadow Claw
U-Turn
Rock Tomb

159.png

Croconaw(*) [Fafnir] (M)
Nature: Lonely
Type:
Water:Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious. Splash and Ice Moves have Energy Cost reduced by one (1).
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)
Sheer Force: (Can Be Enabled)(DW locked)This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Stats:
HP: 100
Atk: Rank 4 +
Def: Rank 2 -
SpA: Rank 3
SpD: Rank 3
Spe: 58


EC 8/9
MC 2
DC 5/5

Scratch(*)
Leer(*)
Water Gun(*)
Rage(*)
Bite(*)
Scary Face(*)
Ice Fang(*)
Flail(*)
Thrash(*)
Superpower

Aqua Jet(*)
Dragon Claw(*)
Dragon Dance(*)
Ice Punch

Waterfall(*)
Shadow Claw(*)
Rock Slide(*)
Ice Beam
Rain Dance

466.png

Electivire Thor (M)
Nature: Lonely

Type: Electric
Electric:Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain.

Abilities:
Motor Drive(Innate):This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.
Vital Spirit:(Dw Locked)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.


HP: 100
Atk: Rank 6 +
Def: Rank 2 -
SpA: Rank 3
SpD: Rank 3
Spe: 95


9/9 EC
0 MC
4/5 DC

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

Fire Punch
Ice Punch
Cross Chop

Toxic
Wild Charge
Thunder Wave
Earthquake
Rock Slide
Psychic

461.png

Weavile Skadi (F)
Nature: Jolly (+Spe, - SAtk)
Type:
Dark:Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Ice:Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.
Abilities:
Pressure: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.
Pickpocket:(Locked)This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon.


HP: 100
Atk: Rank 4
Def: Rank 3
SpA: Rank 1-
SpD: Rank 3
Spe: 144 +

EC 6/6
MC 0
DC 1/5

Attacks:
Scratch
Leer
Taunt
Quick Attack
Screech
Faint Attack
Fury Swipes
Agility
Embargo
Revenge
Assurance
Nasty Plot
Night Slash
Metal Claw

Ice Punch
Reflect
Counter

Aerial Ace
Dig
Double Team

The Field:

RaftBattlefieldStart.png

Rapids Manifest:

Rediamond sends out his first Pokemon
LupusAter responds with pokemon and actions
Rediamond sends attacks
I ref.
 
It's been a while. Alright, more than a little while. In fact, I probably haven't use my starters together in at least two months. I have some rookies in the field alongside them, but I've got faith in them, and my only other vet Pokemon doesn't like the rapids. Onto the opponent, I guess. I can't actually remember if we've fought before. I think he's reffed a battle or two of mine, but I don't actually remember if we've battled. One on ones blend together like that sometimes. Anyways, onto the lead. He's only battled once, but he's not particularly vulnerable to much.

"Porygon2, go."
 
Well, I guess that the ability to fly can be unvaluable in a fight like this, so go Hraesvelgr the Braviary!
Open with a nice Sky Drop, and plunge him into the water! Then hit with a nice Sheer Force Crush Claw. If at this point he's back into the raft, knock him off with a Brave Bird! If he's still into the water, Wing Attack him.
 
Braviary. Somehow in my entire career in ASB, the only normal/flying type I've seen was a Togetic. Yeah, not the best example. Logically, his best strategy would be to abuse his ability to fly to keep up off gaurd. Unfortunately, flight isn't the only thing that can be used to stay above the water...

"Alright, Cybrus. After you're in the water, use Magnet Rise to get out and into the air. Follow this up with a Discharge to hopefully paralyze and Ice Beam to hit for some heavy damage!"

Magnet Rise~Discharge~Ice Beam
 
Rediamond vs. LupusAter

Type: 6vs6
Style: Singles
DQ: 36 hour DQ, 3 days for ref
Recovery: 1 recover, 5 chills
All abilities
Switch=KO
No items


Arena: Rafting Challenge

The battle takes place in/above a river filled with rapids and moving rather quickly. For combatants without access to the levitate command/ability or flying type (swimming mons are also exempt), they will be inside of a raft they must use to navigate the river. One raft is 100 feet ahead of the other. Each action, the Pokemon has the option of paddling to decrease the distance by 50 feet, or increase the distance by 50 feet. Additionally, each Pokemon can be knocked into the river by a suitable force (up to ref's disgression). If in the water, they must expend 10 energy and an action to get back on the raft. Or, they can fight in the water. However, all projectile/ranged attacks (close-range attacks normally would not work) only have a 50% chance of hitting due to the difficulties in aiming and keeping on the surface in the fast water. Additionally, every round there is a 20% chance of rapids appearing at the end, giving a 70% chance of knocking either side out of the raft, and dealing 10 damage to any Pokemon in the water.

Restrictions (inferred): No Digging. Seismic Attacks will shake the raft and possibly send a wave at foes, depending on the power of the Pokemon initiating the activity. Wave damage is considered Water-type. Each raft is depicted as a 20 ft by 20 ft wooden structure for these purposes.

Rediamond: AOOOOO
233.png

Cybrus (U)
HP: 100
Energy: 100
Speed: 60
Nature: Modest
Abilities: Trace, Download
Status: None
Boosts: +1 SpA
Magnet Rise ~ Discharge ~ Ice Beam

LupusAter: AOOOOO
628.png

Hraesvelgr (M)
HP: 110
Energy: 100
Speed: 80
Nature: Adamant
Abilities: Keen Eye, Sheer Force (Active)
Status: None
Boosts: None
Sky Drop ~ Crush Claw ~ Brave Bird

Round 1 Begin!

Welcome trainers to an exciting battle on the rapids. I'm your guy in the sky here, and we're ready to get started. Each trainer has sent their Pokemon onto a raft using our highly advanced kinetic motion band system (slingshot) and are ready to face off.

As both Pokemon are released, they stare each other down. Porygon2 analyzes its opponent and Downloads a patch to enhance its Special Attack. Braviary charges up its body and has a faint glow, looks like its ready to pump some Sheer Force into its attacks.

Hraesvelgr takes off at high speed, and its massive wings allow it to easily bridge the distance between the rafts on the rapids. It closes in on Cybrus and grapples it in its claws for a Sky Drop. As it ascends upward, Cybrus magnetizes its body with Magnet Rise and eases the ascent. Hraesvelgr drops it after a quick thrust. Although Cybrus plummets and hits the water, the heavy splash is short-lived, as Cybrus rises above sea level to continue the match.

Hraesvelgr loops around and strikes with a powered-up Crush Claw. The heavy impact knocks Cybrus back a small distance, but Cybrus returns the favor with Discharge. The crackling electricity spreads in all directions and strikes Braviary doing noticeable damage.

An impatient Hraesvelgr appears frustrated as its target remains airborne, and lashes out with a powerful Brave Bird from above. It hits with tremendous force and knocks Cybrus into the water again, but Magnet Rise all but insures it pops right back up like a buoy, and it retaliates with Ice Beam. The chilling beam leaves a little ice on Hraesvelgr's wing in its wake, but it avoided a serious freeze.

The rafts continue apace down the river with no incident, as both Pokemon hover above the water in-between the two rafts.

End Round 1!

Rediamond: AOOOOO
233.png

Cybrus (U)
HP: 51
Energy: 82
Speed: 60
Nature: Modest
Abilities: Trace, Download
Status: Magnet Rise (3 Actions)
Boosts: +1 SpA


LupusAter: AOOOOO
628.png

Hraesvelgr (M)
HP: 64
Energy: 84
Speed: 80
Nature: Adamant
Abilities: Keen Eye, Sheer Force (Active)
Status: None
Boosts: None​

Field Condition:
RaftBattlefieldR1.png

Action 1:
Sky Drop is successful. Porygon2 lifted up.
Porygon2 uses Magnet Rise, since its an internal shift it succeeds. (-5 EN)
Sky Drop drops Porygon2. (13 Damage + 2 Drop damage, -4EN)

Action 2:
Crush Claw is successful (17 Damage, -5EN)
Discharge is successful (18 Damage, -6EN, prz fails)

Action 3:
Brave Bird is successful (19 Damage, 6 recoil, -7EN)
Ice Beam is successful (22 Damage, -7EN, frz fails)

Rediamond issues attacks
LupusAter responds
Reffing
 
/me apologizes about not seeing reffing.

Well, that could have gone worse. I glance out at the battle going on above the rapids. I immediately notice that I have a disadvantage in raw power, but have the advantage of super effective attacks. I can't help but think of a certain doubles battle against a now retired opponent. I shake my head to clear my thoughts. Back to the present. My opponents definately playing an aggressive game here. I really, really want the first KO of the match, so I have no choice but to play aggressive as well. Of course, there's always that option...

"Alright, Porygon2 let's keep it up. Go for a Discharge to pray for luck and deal some nice damage. After that, go for a Recover to heal yourself back up a little and an Ice Beam to deal some serious damage. Also, make sure to float The short distance back over the raft at some point during the round."
 
Hraesvelgr, open with a Sheer Force Crush Claw, then Wing Attack him. On your last action, Sky Drop him into the water, as far away from a raft as possible.
 
Arena: Rafting Challenge

The battle takes place in/above a river filled with rapids and moving rather quickly. For combatants without access to the levitate command/ability or flying type (swimming mons are also exempt), they will be inside of a raft they must use to navigate the river. One raft is 100 feet ahead of the other. Each action, the Pokemon has the option of paddling to decrease the distance by 50 feet, or increase the distance by 50 feet. Additionally, each Pokemon can be knocked into the river by a suitable force (up to ref's disgression). If in the water, they must expend 10 energy and an action to get back on the raft. Or, they can fight in the water. However, all projectile/ranged attacks (close-range attacks normally would not work) only have a 50% chance of hitting due to the difficulties in aiming and keeping on the surface in the fast water. Additionally, every round there is a 20% chance of rapids appearing at the end, giving a 70% chance of knocking either side out of the raft, and dealing 10 damage to any Pokemon in the water.

Restrictions (inferred): No Digging. Seismic Attacks will shake the raft and possibly send a wave at foes, depending on the power of the Pokemon initiating the activity. Wave damage is considered Water-type. Each raft is depicted as a 20 ft by 20 ft wooden structure for these purposes.

Rediamond: AOOOOO
233.png

Cybrus (U)
HP: 51
Energy: 82
Speed: 60
Nature: Modest
Abilities: Trace, Download
Status: Magnet Rise (3 Actions)
Boosts: +1 SpA
Discharge ~ Recover ~ Ice Beam

LupusAter: AOOOOO
628.png

Hraesvelgr (M)
HP: 64
Energy: 84
Speed: 80
Nature: Adamant
Abilities: Keen Eye, Sheer Force (Active)
Status: None
Boosts: None
Crush Claw ~ Wing Attack ~ Sky Drop

Begin Round 2!

Hraesvelger continues the battle above the river by launching a powered up Crush Claw into Cybrus. The attack hits its mark as Cybrus prepares more electricity and releases it in a powerful Discharge. The electricity overwhelms Hraesvelgr with paralysis (20%), who lands on the nearby raft before preparing his next attack.

Cybrus takes the initiative and Recovers its internal data, booting up its servers with healing energy. Hraesvelgr remains on its platform, gripped by paralysis. Things don't look good for Hraesvelgr so far.

Cybrus relishes in its advantage and fires an Ice Beam at Hraesvelgr. Hraesvelgr takes the blow in stride, though it has suffered quite a bit of damage. Cybrus' magnetic aura fades after it completes the attack, leaving it with just its ordinary floating ability. It launches upward and grasps Cybrus in its claws. The extra weight is not helpful considering Hraesvelgr's paralysis, but it nonetheless lifts Cybrus up and Sky Drop thrusts it into the water. With no Magnet Rise to save it, Porygon2 finds itself stuck in the water.

The water on the river is still calm at the end of the round, as Hraesvelgr glares at its water-logged opponent. Porygon2 swims to keep up with the movement of the river.

End Round 2!

Rediamond: AOOOOO
233.png

Cybrus (U)
HP: 39
Energy: 58
Speed: 60
Nature: Modest
Abilities: Trace, Download
Status: In Water (50% Acc on ranged attacks)
Boosts: +1 SpA


LupusAter: AOOOOO
628.png

Hraesvelgr (M)
HP: 24
Energy: 75
Speed: 20 (80 * 0.25)
Nature: Adamant
Abilities: Keen Eye, Sheer Force (Active)
Status: PRZ (20%)
Boosts: None​

RaftBattlefieldR2.png

Action 1:
Crush Claw is successful (17 Damage, -5EN)
Discharge is successful (17 Damage, -6EN, PRZ (20%) success)

Action 2:
Recover is successful (+20 HP, -11EN)
Wing Attack fails (12 paralysis)

Action 3:
Ice Beam is successful (23 damage, -7 EN, FRZ fail)
Sky Drop raises Porygon2
Sky Drop is successful (13 Damage + 2 water impact damage, -4EN)
Porygon2 is dropped in the water!

Rolls: 56 CC Acc, 17 DC para, 12 FP, 42 frz, 54 FP, 79 rapids.
No crits hit.

LupusAter attacks
Rediamond attacks
Reffing.
 
Alright, I'll take some luck where I can get it. That probably saved my first match-up, which is an enormous help to me

My mind wanders to my very first match, which I won due to some very timely luck with paralysis. It looks like history is repeating itself here. I glance across the battlefield again. Cybrus being in the water isn't helpful, and I'm out of KO range for the moment, so I'm free to finish him off at my pace now.

"Alright, Magnet Rise to get out of the water. Follow it up with a Tri Attack and Discharge to kill.
 
Arena: Rafting Challenge

The battle takes place in/above a river filled with rapids and moving rather quickly. For combatants without access to the levitate command/ability or flying type (swimming mons are also exempt), they will be inside of a raft they must use to navigate the river. One raft is 100 feet ahead of the other. Each action, the Pokemon has the option of paddling to decrease the distance by 50 feet, or increase the distance by 50 feet. Additionally, each Pokemon can be knocked into the river by a suitable force (up to ref's disgression). If in the water, they must expend 10 energy and an action to get back on the raft. Or, they can fight in the water. However, all projectile/ranged attacks (close-range attacks normally would not work) only have a 50% chance of hitting due to the difficulties in aiming and keeping on the surface in the fast water. Additionally, every round there is a 20% chance of rapids appearing at the end, giving a 70% chance of knocking either side out of the raft, and dealing 10 damage to any Pokemon in the water.

Restrictions (inferred): No Digging. Seismic Attacks will shake the raft and possibly send a wave at foes, depending on the power of the Pokemon initiating the activity. Wave damage is considered Water-type. Each raft is depicted as a 20 ft by 20 ft wooden structure for these purposes.

Rediamond: AOOOOO
233.png

Cybrus (U)
HP: 39
Energy: 58
Speed: 60
Nature: Modest
Abilities: Trace, Download
Status: In Water (50% Acc on ranged attacks)
Boosts: +1 SpA
Magnet Rise ~ Tri-Attack ~ Discharge

LupusAter: AOOOOO
628.png

Hraesvelgr (M)
HP: 24
Energy: 75
Speed: 20 (80 * 0.25)
Nature: Adamant
Abilities: Keen Eye, Sheer Force (Active)
Status: PRZ (20%)
Boosts: None
Brave Bird ~ Superpower ~ Brave Bird

Begin Round 3!

Cybrus lifts itself out of the water with a renewed Magnet Rise, its gyros readjusted for anti-gravity flight. Hraesvelgr takes off and strikes with a devastating Brave Bird, damaging itself in the process. He looks tired, but keeps going.

Cybrus launches Tri-Attack and strikes with 3 powerful beams of energy, but none of them take hold on Hraesvelgr, who barely withstands the assault. He retaliates with Superpower, finally getting the upper hand. The massive shock knocks out Cybrus, who just couldn't take the punishment. Severely weakened, Hraesvelgr crows in victory and awaits its next challenger.

The river continues to flow calmly down.

End Round 3!

Rediamond: XOOOOO
233.png

Cybrus (U)
HP: KO
Energy: KO
Speed: 60
Nature: Modest
Abilities: Trace, Download
Status: None
Boosts: None

LupusAter: AOOOOO
628.png

Hraesvelgr (M)
HP: 1
Energy: 60
Speed: 20 (80 * 0.25)
Nature: Adamant
Abilities: Keen Eye, Sheer Force (Active)
Status: PRZ (15%)
Boosts: -1 Atk, -1 Def

RaftBattlefieldR3.png

Action 1:
Magnet Rise is successful (-6 EN)
Brave Bird is successful (19 damage, 6 recoil, -7EN)

Action 2:
Tri Attack is successful (17 Damage, para fail, burn fail, freeze fail, -6EN)
Superpower is successful (24 Damage, -1 Atk/Def, -8EN)
Porygon2 is knocked out!

Para rolls: 57, 58 (/100)
Tri-Attack, 26, 58, 61, (/100)
Crit rolls: 4, 2, 10 (/16)

Rapids roll: 98/100

Rediamond sends out mon.
LupusAter Attacks
Rediamond Attacks.
 
Arena: Rafting Challenge

The battle takes place in/above a river filled with rapids and moving rather quickly. For combatants without access to the levitate command/ability or flying type (swimming mons are also exempt), they will be inside of a raft they must use to navigate the river. One raft is 100 feet ahead of the other. Each action, the Pokemon has the option of paddling to decrease the distance by 50 feet, or increase the distance by 50 feet. Additionally, each Pokemon can be knocked into the river by a suitable force (up to ref's disgression). If in the water, they must expend 10 energy and an action to get back on the raft. Or, they can fight in the water. However, all projectile/ranged attacks (close-range attacks normally would not work) only have a 50% chance of hitting due to the difficulties in aiming and keeping on the surface in the fast water. Additionally, every round there is a 20% chance of rapids appearing at the end, giving a 70% chance of knocking either side out of the raft, and dealing 10 damage to any Pokemon in the water.

Restrictions (inferred): No Digging. Seismic Attacks will shake the raft and possibly send a wave at foes, depending on the power of the Pokemon initiating the activity. Wave damage is considered Water-type. Each raft is depicted as a 20 ft by 20 ft wooden structure for these purposes.

Rediamond: XAOOOO
123.png

Blade (M)
HP: 100
Energy: 100
Speed: 105
Nature: Adamant
Abilities: Swarm, Technician
Status: None
Boosts: None

LupusAter: AOOOOO
628.png

Hraesvelgr (M)
HP: 1
Energy: 60
Speed: 20 (80 * 0.25)
Nature: Adamant
Abilities: Keen Eye, Sheer Force (Active)
Status: PRZ (15%)
Boosts: -1 Atk, -1 Def​

Begin Round 4!

Blade acts switfly, using Aerial Ace to finish of Hraesvelgr.

The Rapids do nothing.

End Round 4!

Rediamond: XAOOOO
123.png

Blade (M)
HP: 100
Energy: 96
Speed: 105
Nature: Adamant
Abilities: Swarm, Technician
Status: None
Boosts: None

LupusAter: XOOOOO
628.png

Hraesvelgr (M)
HP: KO
Energy: KO
Speed: 80
Nature: Adamant
Abilities: Keen Eye, Sheer Force (Active)
Status: None
Boosts: None​

LupusAter sends mon.
Rediamond attacks
LupusAter attacks
Ref.
 
Great, that's just great. I stare blankly out across the water as the battle recommences, this time the combatants back on two separate rafts. Theoretically, this would give Scyther the advantage, as he could move freely while his opponent could not. However, Scyther had to get close to damage, and his power relied on cutting; not useful for pushing someone into the water. But, I still had a few things going for me.

"Alright, Blade let's get this going. Start off by flying ove and biting him to him with Bug bite. Follow that up with a Brick Break to hopefully knock him off balance a little, and another Bug Bite. If he ever goes for a Rock Slide, um, yeah, I'm not exactly sure where he'll get the rocks, but Counter it anyways. It's too dangerous to freely let him fire those off.
 
Thor, open with a Thunder Wave, to nullify his Speed advantage. After that, time to go on the offensive! Thunderpunch and Fire Punch that bug, and try to knock him into the water. He won't get out so easily if he's paralyzed!
 
Subreffing.

Just the skeleton for now (as I said, I’ll only have the time to do the entire thing, with flavor and all, at noon, in about 4:30 hours.).

The Contestants
Rediamond: XAOOOO
123.png

Blade (Scyther) [M]
Nature: Adamant
Health: 100
Atk: Rank 5
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 105
Energy: 96%
Boosts:
Other:

VS



LupusAter: XAOOOO
466.png

Thor (Electivire) [M]
Nature: Lonely
Health: 100
Atk: Rank 6
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 95
Energy: 100
Boosts:
Other:

Round 5

Apolo XXII. Out of space

Astronaut #1: Okay, I think this toilet seat is fixed. Press that button.

Astronaut #2: Roger

*Presses Button*

Astronaut #1: NO NOT THAT ONE! YOU PRESSED THE EMERGENCY WASTE DISPOSAL BUTTON. EVERYBODY HANG ON!

*A gate is opened sucking everything out to the waste disposal tubes. The toilet seat, obviously, goes too. After some seconds, someone managed to push the button, closing the gate*

Astronaut #3: Phew. That was close

Astronaut #2: Yeah. We should avoid doing that in the future. Although it was exhilarating

Astronaut #1: . . .

Astronaut #3: Oh well, At least I don't think it will 'cause more trouble, right?

---

Earth, random pokemon area


Deck Knight: Okay, here is my rul--*looks up*. Oh crap!

*A toilet sea- erm...meteor clashes on the ref's raft. Deck Knight is sent far far away* (Kudos to whoever gets the reference!)

Trainers: This may be bad.

---


Helicopter hovering the area

Pilot: Frosty, the boss just called asked for someone to replace him. You are the closest, so you'll go.

Frosty: Okay, where will you drop me?

Pilot: Here.

-TRAPDOOR-

Frosty: *gulp*.

*Falls*

Frosty: CRAAAAAAAAAAAAAAA...

- - -
Back to Earth

Trainers: Should we call it a tie?

"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAPPP!"

*Falls on nearby trees*

"Argh...this is the battle I was supposed to subref, right?"

Trainers: "That is correct"

"Great. Go Nudeln, use Vine Whip to hold on those trees and make me a raft so we can keep going!"

Nudeln: Tangelaaa!

Action 1

*minutes later*

Okay we are good to go.

Very well. We have two healthy pokemon, one on each raft. Since both are close combat pokemon, this may be kinda boring.

Oh wait, Blade the Scyther makes the first move and by using its bug wings, he managed to cross the river and strike Thor with Bug Bite. The impact wasn't enough push the Electivire, so the Scyther is still on the very edge of the raft. But instead of exploiting that, Thor prefered to hinder future escapes, by paralysing his opponent with Thunder Wave. Now it will be harder for Scyther to get back to any raft and Full Paralysis may mean big trouble in the future.

We will wait and see what happens.

Scyther: Bug Bite: 9 + 3 + 4.5 = 16.5 (17) damage for 4 energy
Crit RNG: 9/16 (no)

Electivire: Thunder Wave for 6 energy
Scyther is now paralysed! It will need additional 5 energy (and no FP) to get back to the raft if need be (no need for a whole action for it though). If it gets FP on the action it was supposed to return to the raft, it will need an entire action and 10 energy to get out on the following one.

Action 2

Now faster, Electivires sees that Scyther is close to the edge and grabs the opportunity to be annoying with a Thunderpunch right at Blade's stomach. The impact was so strong that the Scyther left the raft and was forced to fly back, which costed some energy. But I guess when you are given lemons, a lemonade must be made. Blade Brick Breaks Electivire, using the extra speed from the "flying back" motion to push Thor to the middle of the raft, leaving both safe. For now.

Electivire: Thunderpunch: 8 + 3 + 4 = 15*1.5 = 22.5 (23) damage for 5 energy
Crit RNG: 11/16 (no)

Scyther was thrown out of the raft! He flew back using 5 energy

Scyther: Brick Break: 8 + 4.5 = 12.5 (13) damage for 6 energy
Paralysis RNG: 54/100 (attacks normally)
Crit RNG: 4/16 (no)

Electivire was pushed to the middle of the raft! Both pokemon are safe.

Action 3

Thor tries the same trick again, this time with a Fire Punch. But they were far from the river and the impact wasn't enough to send Scyther away. Blade then fights back by grabbing Thor and giving him a good Bug Bite. Both are now on the edge of the raft, vulnerable to anything that hit them.

"Nudeln, send a vine whip here and use other to grab tight the raft. If my experience as a ref taught anything it was that Murphy's Law cannot be dismissed"

And Right I was, some Rapids appears and a big wave wiped both Thor and Blade away to the river. Thor had to start swimming and Blade even tries to flap his wings and get back to the raft...but of course he got Fully Paralysed. He was also forced to start swimming for his life. Both will need at least one action to get back to the raft.

Electivire: Fire Punch: 8 + 4 = 12*1.5 = 18 damage for 6 energy
Burn: 6/10 (no)
Crit: 7/16 (no)

Scyther was pushed to the edge of the raft. Any addition strike may throw it out.

Scyther: Bug Bite: 9 + 3 + 4.5 = 16.5 (17) damage for 4 energy
Paralysis: 42/100 (no)
Crit RNG: 9/16 (no)

Rapids RNG: 14/100 (Its gonna happen!)
Side that matters: 70/100 (Fwoosh)

Electivire and Scyther were thrown in the water! 10 damage for both.

Scyther: Paralysis: 25/100 (Fully Paralysed)
Scyther was Fully Paralysed and can't go back to the raft!
Paralysis Level decreased due to FP and again due to time

ROUND 5 END

RaftBattlefieldR1-2.png
Rediamond: XAOOOO
123.png

Blade (Scyther) [M]
Nature: Adamant
Health: 49
Atk: Rank 5
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 105
Energy: 72%
Boosts:
Other: Paralysed (15%) and on the water.

VS



LupusAter: XAOOOO
466.png

Thor (Electivire) [M]
Nature: Lonely
Health: 43
Atk: Rank 6
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 95
Energy: 83
Boosts:
Other: On the water

LupusAter’s Turn
 
Thor, get back to the raft ASAP, and then if he's still in the water use Thunderbolt to keep him there, and end with a Thunderpunch. If he's on the raft, knock him down with Fire Punch and Thunderpunch.
 
That paralysis will be the death of me. I stare blankly across the river once more. This is a tight place, but I've seen worse.

"Alright, Blade, hand in there! Jump back on to the raft. Follow it up by countering his Fire Punch. Finish it up with a Bug Bite, if he's still alive. However, if you're in the water at the start of action two, get out."
 
The Contestants

RaftBattlefieldR1-2.png
Rediamond: XAOOOO
123.png

Blade (Scyther) [M]
Nature: Adamant
Health: 49
Atk: Rank 5
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 105
Energy: 72%
Boosts:
Other: Paralysed (15%) and on the water.

VS



LupusAter: XAOOOO
466.png

Thor (Electivire) [M]
Nature: Lonely
Health: 43
Atk: Rank 6
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 95
Energy: 83
Boosts:
Other: On the water


Round 6


Action 1

“SWIM FOR YOUR LIVES! SWIM!

BWAHAHAHAHAHAHAHA”

Nudeln (now a tangrowth): Tangrowth? (translation: now where did it come from?)

“Oh sorry, feeling evil today”

Anyway, both returned to Lupus’s raft to resume battling. They moved to the center of the raft to battle safely.

Electivire: Goes back to Lupus’s raft for 5 energy
Scyther: Goes back to Lupus’s raft for 5 energy
Paralysis: 49/100 (no fp)

Both are on the center of the raft, safe.

Action 2

Thor: “Electiviiire!” (translation: Falcon PWNCH!)

..don’t you mean fire punch. These kids nowadays.

Anyway, Thor clunches his fist and punches Blade. But the Scyther is a clever cookie and uses the force of the Electivire’s attack to fuel his own Counterattack. VENGEANCE!

Both are on the center.

Electivire: Fire Punch: 8 + 4 = 12*1.5 = 18 damage for 6 energy
Burn: 3/10 (no)
Crit: 10/16 (no)
Scyther: Counter: 27 damage for 15 energy
Paralysis: 83/100 (no fp)

One push the other, so they are still safe on the center

Action 3

Now both pokemon seem to be barely hanging on, with Scyther having the advantage (showing you that type advantage doesn’t mean instant win. Unlike Mass Carriers).

Thor, feeling like he took the short stick in this ordeal, uses the strongest attack on his arsenal, Thunderpunch, sending Scyther to the very edge of the raft. But Blade is feeling the victory in his hands…scythes and isn’t willing to let it go. He grabs Thor and delivers another Bug Bite that finished off Electivire.

The itsy bitsy Scyther then wins this match allright! But down came the rapids and washed the Scyther out. I guess being a bug can set unwanted trends.

Scyther fainted!

Electivire: Thunderpunch: 8 + 3 + 4 = 15*1.5 = 22.5 (23) damage for 5 energy
Crit rng: 12/16 (no)
Scyther: Bug Bite: 9 + 3 + 4.5 = 16.5 (17) damage for 4 energy
Paralysis: 74/100 (no fp)
Crit: 7/16 (no)

Electivire fainted!

Rapids RNG: 16/100 (not your lucky day!)
Side that matters: 30/100 (wave goodbye to your pokemon!)

Scyther was thrown on the river and suffered 10 damage.

Scyther fainted!

ROUND 6 END

I am lazy and there are no pokemon on the field, so no arena. The pokemon you will send you go to your raft

Rediamond: XXOOOO
123.png

Blade (Scyther) [M]
Nature: Adamant
Health: -2
Atk: Rank 5
Def: Rank 3
SpA: Rank 1
SpD: Rank 3
Spe: 105
Energy: KO
Boosts:
Other: KO

VS



LupusAter: XXOOOO
466.png

Thor (Electivire) [M]
Nature: Lonely
Health: -1
Atk: Rank 6
Def: Rank 2
SpA: Rank 3
SpD: Rank 3
Spe: 95
Energy: KO
Boosts:
Other: KO

LupusAter sends out pokemon, then Rediamond sends out pokemon with orders and finally LupusAter gives orders
 
Well, the score's even again. That's much better than I had hoped for. Red gave a confident smirk. This time he got to pick the momentum's path. He liked that.
"Ninetales, get out there and bring forth the sun! Follow up this abuse with a Flamethrower and Fire Blast, ending with another Flanethrower (drought doesn't take an action)! His inability to hit hard from a distance will hurt him in this battle.

Flamethrower~Fire Blast~Flamethrower
 
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