jas61292 Vs GoldenKnight!

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So, I still have this one open, and since I have 2 open slots, I will also issue an open challenge for fully evolved Pokemon

4v4 Doubles
2 Day DQ
2 Recovers/5 Chills
Arena: A Basic Pokemon Stadium. A flat rectangle field with the Pokeball shaped marking on the ground in the center. There is no water, so surf won't work, but but pretty much everything else is fair game.
ok

items: nope
all abilities
no switching

jas61292's Team:

Typhlosion(*) (M)
Nature: Naïve (+15% Speed, +16% Accuracy, -1 SpD)


Type: Fire
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. Superior senses in volcanic or brushfire areas.

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Flash Fire (DW, unlocked): (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).

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 4
SpD: Rank 2 (-)
Spe: 115 (100*1.15 = 115)

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

Attacks:

Tackle (*)
Leer (*)
Smokescreen (*)
Ember (*)
Quick Attack (*)
Flame Wheel (*)
Defense Curl (*)
Swift
Flamethrower
Double-Edge
Eruption

Extrasensory (*)
Flare Blitz (*)
Foresight (*)

Double Team (*)
Flame Charge (*)
Will-o-Wisp (*)
Hidden Power Electric (7)
Sunny Day
Focus Blast
Earthquake
448.png


Lucario(*) Ike (M)
Nature: Mild (+1 SpA, -1 Def)

Type: Fighting/Steel
Fighting: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.
Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
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.
Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.
Justified (DW): (Innate) 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 will be maintained at the end of each round.

Stats:
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 90

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

Attacks:

Quick Attack (*)
Foresight (*)
Endure (*)
Counter (*)
Force Palm (*)
Feint (*)
Reversal (*)
Screech (*)
Nasty Plot
Dark Pulse
Detect
Metal Claw
Bone Rush
Metal Sound
Aura Sphere
Extremespeed

Agility (*)
Blaze Kick (*)
Vacuum Wave (*)

Focus Blast (*)
Shadow Claw (*)
Work Up (*)
Hidden Power Ice (7)
581.png


Swanna(*) BigPecks (F)
Nature: Quirky (No Effect on Stats)

Type: Water/Flying
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
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:
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.
Big Pecks: (Innate) This Pokemon's sturdy wings prevent its defense from being lowered. The rate its natural defense drops after a boost is also halved from one every round to once every two (2) rounds.
Hydration (DW, unlocked): (Innate) This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Stats:
HP: 100
Atk: Rank 3
Def: Rank 3
SpA: Rank 3
SpD: Rank 3
Spe: 98

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

Attacks:

Water Gun (*)
Water Sport (*)
Defog (*)
Wing Attack (*)
Water Pulse (*)
Aerial Ace (*)
BubbleBeam (*)
Feather Dance (*)
Aqua Ring (*)
Roost
Rain Dance
Brave Bird
Hurricane

Me First (*)
Mirror Move (*)
Steel Wing (*)

Facade (*)
Ice Beam (*)
Scald (*)
Toxic
Hidden Power Ground (7)
Substitute
Fly
Dive
TomoM.png

Tomohawk (Hatchet) (M)
Nature: Bold (+1 Def, -1 Atk)

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

Abilities:
Intimidate: (Can be Activated) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.
Prankster: (Innate) The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level.
Justified (DW): (Innate) 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.

Stats:
HP: 110
Atk: Rank 1 (-)
Def: Rank 4 (+)
SpA: Rank 4
SpD: Rank 3
Spe: 85


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

Attacks:

Fury Swipes
Harden
Focus Energy
Rock Smash
Roar
Bulk Up
Sunny Day
Aura Sphere
Aerial Ace
Morning Sun
Whirlwind
Rain Dance
Earth Power
Air Slash
Heat Wave
Hurricane

Roost
Nature Power
Haze

Taunt
Toxic
Protect

GoldenKnight's Team:
frontnormal-mkitsunoh.png

Kitsunoh* [Heyeohkah] [M] think coyote in native american mythology
Nature: Adamant

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

Stats:
HP: 100
Atk: Rank 5(+)
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3
Spe: 110

Counters:
EC: 6/6
MC: 5
DC: 5/5

Abilities:
Frisk: (Can be Activated) The Pokemon charges the opponent with the intent to knock off their item. If Frisk is successful and the Pokemon with Frisk is not holding an item, they will pick that item up.
Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.
Cursed Body (DW): (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.

Attacks:
Curse(*)
Thunder Fang
Ice Fang
Scratch(*)
Shadow Sneak(*)
Copycat
Faint Attack(*)
Odor Sleuth(*)
Iron Defense(*)
Leer(*)
Lick(*)
ShadowStrike
Perish Song
Revenge
Memento
Fake Out

Yawn(*)
Meteor Mash(*)
Psycho Shift(*)

Dig(*)
Will-O-Wisp(*)
Thief(*)
Taunt
Earthquake
Aerial Ace

Magic Coat
Super Fang
Pain Split
474.png

Porygon-Z [Nimda] (Gender: nope) viruses
Nature: Modest

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

Stats:
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 6(+)
SpD: Rank 3
Spe: 90

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

Abilities:
Trace: (Can be Activated) 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.
Analyze (DW): (Can be Enabled) If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Attacks:
Nasty Plot
Trick Room
Conversion 2
Tackle
Defense Curl
Sharpen
Conversion
Agility
Psybeam
Recover
Magnet Rise
Tri Attack
Magic Coat
Signal Beam

Thunderbolt
Shadow Ball
Thunder Wave
Teleport
Discharge
Ice Beam
Bide

Pain Split
286.png

Breloom [Guthrum] (M) viking who kicked england's ass
Nature: Careful

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

Stats:
HP: 90
Atk: Rank 5
Def: Rank 3
SpA: Rank 1(-)
SpD: Rank 3(+)
Spe: 70

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

Abilities:
Poison Heal: (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.
Effect Spore: (Innate) This Pokemon has a stockpile of defensive spores which it realeases on opponents who strike with contact attacks. There is a 10% chance each of poison, paralysis, and sleep. When disabled, the Pokemon's Powder attacks are 10% more accurate.
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). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

Attacks:
Absorb
Tackle
Stun Spore
Leech Seed
Mega Drain
Headbutt
PoisonPowder
Spore
Worry Seed
Mach Punch
Counter
Force Palm
DynamicPunch

Bullet Seed
Seed Bomb
Drain Punch

Toxic
Facade
Swords Dance
Substitute
Protect
350.png

Milotic [Azul] (F)
Nature: Bold

Type:
Water
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Marvel Scale: This Pokemon’s coat shimmers when afflicted with a status condition, reducing the damage received from physical attacks by two.
Cute Charm(DW): This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.

Stats:
HP: 100
Atk: Rank 1(-)
Def: Rank 4(+)
SpA: Rank 4
SpD: Rank 5
Spe: 81

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

Attacks:
Water Gun
Wrap
Water Sport
Refresh
Water Pulse
Twister
Recover
Captivate
Splash
Tackle
Rain Dance
Hydro Pump

Mirror Coat
Hypnosis
Confuse Ray

Toxic
Ice Beam
Surf
Scald
Protect
Substitute


-jas sends out Pokemon
-GK sends out Pokemon and gives orders
-jas gives orders
-I ref
-jas gives orders
-GK gives orders
-I ref

Good Luck Trainers!
 
OK, lets get this battle going. Typhlosion and Hatchet (Tomohawk), you guys can start this one off.
 
ok, let's try milotic and kitsunoh

Milo: Start off by using Rain Dance and follow up with back to back Hydro Pumps on Typhlosion and aim for those exposed flames! If typhlosion tries to use sunny day, just respond with your own rain dance

Kit: taunt (tomohawk) ---> Super Fang (typhlosion) --> Dig (typhlosion)
 
Hatchet, lets put your abilities to good use, starting with Prankster. Kit can't taunt us if we taunt it first. Then, well we know Typhlosion can't Sunny Day or it will just be for nothing, but you certainly can. Lets bring out the Sun! Finish up with a Taunt on Milotic.

In the mean time, Typlosion, you start with one powerful Eruption to hit them both before you take any damage. Then, since you are the fastest here, and you are not being targeted turn one, do it again. Finish up with a Flamethrower on Kit.

Tomohawk: Taunt (Kitsunoh) - Sunny Day - Taunt (Milotic)
Typhlosion: Eruption (Both Opponents) -
Eruption (Both Opponents) - Flamethrower (Kitsunoh)
 
157.png
TomoM.png

Typhlosion (M) | Hatchet (M)
HP: 100 | 110
Energy: 100 | 100
Atk: 3 | 1
Def: 3 | 4
SpA: 4 | 4
SpD: 2 | 3
Spe: 115 (16%) | 85
Actions: Eruption~Eruption~Flamethrower (He) | Taunt (He)~Sunny Day~Taunt (A)

Vs
350.png
frontnormal-mkitsunoh.png

Azul (F) | Heyeohkah [M]
HP: 100 | 100
Energy: 100 | 100
Atk: 1 | 5
Def: 4 | 3
SpA: 4 | 1
SpD: 5 | 3
Spe: 81 | 110
Actions: Rain Dance~Hydro Pump (T)~Hydro Pump (T) | Taunt (Ha)~Super Fang (T)~Dig (T)

Not wanting to waste anytime, GoldenKnight and jas61292 step into the arena and get ready to chose their Pokemon. GoldenKnight calls on Azul the Milotic and Heyeohkah the Kitsunoh. jas sends out Typhlosion and Hatchet the Tomohawk. Hatchet and Heyeohkah start the match off by Taunting each other. It seems like the prankster wins this little showdown. Typhlosion begins to Erupt, scorching both Azul and Heyeohkah. Azul then begins to summon a downpour with her Rain Dance.

Hatchet counters Azul's rain by summoning a Sunny Day. Typhlosion makes the most of the sun, as he engulfs Azul and Heyeohkah with another Eruption. Heyeohkah then rushes in and chomps down on Typhlosion with his (Super) Fangs. Azul then blasts Typhlosion with a powerful Hydro Pump, but the sun weakens the attack.

To add insult to injury, Hatchet begins Taunting Azul so she can't bring the rain. Azul doesn't seem to care about the taunting, and she launches another Hydro Pump at Typhlosion. Typhlosion unleashes a mighty Flamethrower, forcing Heyeohkah to Dig underground to avoid the heat. Typhlosion waits for Heyeohkah to pop back up. When he finally lets his guard down, Heyeohkah shoots up out of the ground, dealing some critical damage to Typhlosion.

Taunt = [10 Energy]
Eruption (A) - [15x0.75+3+(4-5)x1.5]x0.67 = [9 Damage] [7 Energy]
Eruption (He) - [15x0.75+3+(4-3)x1.5]x1.5 = [24 Damage]
Taunt - Fail = [10 Energy]
Rain Dance = [9 Energy]

Sunny Day = [10 Energy]
Eruption (A) - [15x0.75+3+3+(4-5)x1.5]x0.67 = [11 Damage] [11 Energy]
Eruption (He) - [15x0.75+3+3+(4-3)x1.5]x1.5 = [28 Damage]
Super Fang = [20 Damage] [13 Energy]
Hydro Pump - [12+3-3+(4-2)x1.5]x1.5 = [23 Damage] [7 Energy]

Taunt = [10 Energy]
Flamethrower - [10+3+3+(4-3)x1.5]x1.5 = [26 Damage] [7 Energy]
Dig = [6 Energy]
Hydro Pump - [12+3-3+(4-2)x1.5]x1.5 = [23 Damage] [11 Energy]
Dig - [8+3+(5-3)x1.5]x1.5 = [21 Damage]

157.png
TomoM.png

Typhlosion (M) | Hatchet (M)
HP: 33 | 110
Energy: 75 | 70
Stats: N/A | N/A
Status: N/A | N/A
Vs
350.png
frontnormal-mkitsunoh.png

Azul (F) | Heyeohkah [M]
HP: 80 | 22
Energy: 73 | 71
Stats: N/A | N/A
Status: Taunt (5 Actions) | Taunt (3 Actions)


Sun is up for 3 more rounds. jas, you're up
 
OK, lets finish off Kit and then get in some damage on Milotic. Typhlosion should start off with Flamethrower to take out Kitsunoh, and Hatchet should start by blowing in a Heat Wave. But if Kit is KOd, Toxic Milotic instead. Typhlosion should then try to keeps itself around for a while by Double Teaming up and spreading a Smokescreen, while Hatchet Protects and Air Slashes, though, make sure keep Heat Waving if Kit somehow survives.

Typhlosion: Flamethrower (Kitsunoh) - Double Team - Smokescreen

Tomohawk: Heat Wave (Both) - Heat Wave (Both) - Heat Wave (Both)
If Kitsunoh is KOd, replace remaining actions in order with: Toxic (Milotic) - Protect - Air Slash (Milotic)
 
ok, woops

Kit: Let's use Shadowsneak with Dig to get over to a shadow the walls of the stadium provides to avoid both attacks from our opponents for the action. we'll then recharge and finish with a faint attack on typhlosion to deal with those pesky clone(s)

Milo: time to save kit! use Wrap on Tomohawk to bind his wings and force him to be unable to use Heat Wave. From here we can't use our body, so let's keep with the mouth. use Hydro Pump and then Scald to do some damage to Tomohawk... as much as i'd love to try and twist around to hit typhlosion we'd have to deal with clone(s) and that might be stretching it a bit.

<little_gk> oh this could work
<little_gk> because i could have milo use wrap
<little_gk> since heat wave is from the wings
<little_gk> block up the wings
<little_gk> mon can't flap
<little_gk> i'm then stuck with using stab attacks from milo's mouth
<little_gk> i guess
<little_gk> for focus
<danmantincan> Heat Wave is a breath attack
<danmantincan> according to bulbagarden
<danmantincan> bulbapedia*
<little_gk> "The Pokemon releases a wave of fire from its mouth or wings towards the opponent." i would assume that since tomohawk is a flying type
<little_gk> it would be wings in this case
<danmantincan> oh is that from the DAT?
<little_gk> yeah
<danmantincan> Ok, if that's how the DAT has it then I would allow that
 
Ugg, my computer hates me.

157.png
TomoM.png

Typhlosion (M) | Hatchet (M)
HP: 33 | 110
Energy: 75 | 70
Stats: N/A | N/A
Status: N/A | N/A
Actions: Flamethrower (He)~Double Team~Smoke Screen | Heat Wave~Heat Wave~Heat Wave
Vs
350.png
frontnormal-mkitsunoh.png

Azul (F) | Heyeohkah [M]
HP: 80 | 22
Energy: 73 | 71
Stats: N/A | N/A
Status: Taunt (5 Actions) | Taunt (3 Actions)
Actions: Wrap (Ha)~Hydro Pump (Ha)~Scald (Ha) | Shadow Sneak+Dig~Faint Attack (T)


Heyeohkah, knowing that he is in trouble, Sneaks over into the Shadows and quickly Digs underground. Typhlosion unleashes a powerful Flamethrower, but not before Heyeokah can bury underground. Hatchet begins to flap his wings, generating a powerful Heat Wave that propels outward and even burns Azul. Azul doesn't seem bothered by the burn, as she slithers over to Hatchet and Wraps him up, trapping his wings.

Hatchet tries to break free and unleash another Heat Wave, but is unable to move his wings. Azul uses this opportunity to blast Hatchet with a point blank Hydro Pump. Typhlosion doesn't seem to bothered by his partner's trouble, as he begins to execute the Double Team technique, creating 4 clones of himself (Ref's note: If you don't want the number of clones RNGed, specify in your actions post).

Typhlosion then begins to create a Smokescreen, lowering Heyeohkah's and Azul's Accuracy. Heyeohkah isn't affected by the smokescreen or the clones, as he senses Typhlosion's energy and fades into the shadows before (Faint) Attacking the real Typhlosion and making the clones dissipate. Azul launches a jet of Scalding water at Hatchet that burns him. Hatchet still continues to struggle to create a Heat Wave, but is still unable to free his wings.

Shadow Sneak+Dig = [12 Energy]
Flamethrower - Miss = [10 Energy]
Heat Wave - [10+(4-5)x1.5]x0.67 = [6 Damage] [7 Energy]
Wrap - 4-3+(1-4)x1.5 = [0 Damage] [3 Energy]

Double Team = [16 Energy]
Heat Wave - Fail = [11 Energy]
Hydro Pump - 12+3-3+(4-3)x1.5 = [14 Damage] [7 Energy]

Smokescreen = [4 Energy]
Faint Attack - 6+(5-3)x1.5 = [9 Damage] [4 Energy]
Heat Wave - Fail = [15 Energy]
Scald - [8+3-3+(4-3)x1.5 = [10 Damage] [5 Energy]

157.png
TomoM.png

Typhlosion (M) | Hatchet (M)
HP: 24 | 78
Energy: 45 | 37
Stats: N/A | N/A
Status: N/A | Wrapped (1 Action), Burned
Vs
350.png
frontnormal-mkitsunoh.png

Azul (F) | Heyeohkah [M]
HP: 68 | 22
Energy: 58 | 55
Stats: -1 Acc | -1 Acc
Status: Taunt (2 Actions), Burned | N/A

Sun is up for 2 more rounds. GK, you're up.
 
ok, let's try this

Kit: you don't have any issues with your vision in haze, so hopefully smokescreen won't fuck us over. Let's do another combo of Shadowsneak and Dig to hopefully knock typhlosion out here, though that's likely all you'll be able to do. hopefully you'll be able to Yawn tomohawk to end thing, though if you are taunted, go ahead and use ShadowStrike on him

Milo: let's hit Typhlosion with a Scald because i'm honestly too lazy to check and see if the dig combo is enough to ko, but make sure to Surf if Typhlosion has more than 2 clones. from there we can put tomohawk in a twister in hope that it'll disrupt whatever he tries to do, especially when it comes to flying. We'll finish up with a Hydro Pump on tomohawk.
 
Exactly as I expected (though, not what I had hoped), at least when it comes to Kit. So let have Typlosion use its higher speed to our advantage with a +1 priority combo of our own, finishing it off before it can do anything else. Combine Quick Attack and Flare Blitz for one big fiery slam to take it out. Finish off with a Hidden Power Electric on Milotic.

In the mean time, Hatchet, since you are still wrapped up for one turn, and since we wasted so much energy last round, just sit there and chill. Then Toxic Milotic and chill some more.

Typhlosion: Quick Attack + Flare Blitz combo (Kitsunoh) - nothing due to the combo - Hidden Power Electric (Milotic)

Tomohawk: Chill - Toxic (Milotic) - Chill
 
157.png
TomoM.png

Typhlosion (M) | Hatchet (M)
HP: 24 | 78
Energy: 45 | 37
Stats: N/A | N/A
Status: N/A | Wrapped (1 Action), Burned
Actions: Quick Attack+Flare Blitz (He)~Hidden Power (A) | Chill~Toxic (A)~Chill
Vs
350.png
frontnormal-mkitsunoh.png

Azul (F) | Heyeohkah [M]
HP: 68 | 22
Energy: 58 | 55
Stats: -1 Acc | -1 Acc
Status: Taunt (2 Actions), Burned | N/A
Actions: Scald (T)~Twister (Ha)~Hydro Pump (Ha) | Shadow Sneak+Dig (T)~Yawn (Ha)

Before Heyohkah can bury underground, Typhlosion Attacks without hesitation and Quickly lands a powerful Flare Blitz. It looks like Heyeohkah won't be sneaking through the shadows anymore, as the Kitsunoh falls to the ground, unable to battle. Azul tries to avenge her fallen comrade, and gives Hatchet one last squeeze before releasing him before blasting Typhlosion with a jet of Scalding water, and with the recoil from the Flare Blitz, knocks Typhlosion out. Hatchet doesn't seem to be bothered by his partner's troubles and just Chills out.

Now feeling nice and refreshed, Hatchet releases a cloud of Toxic gas that engulfs Azul, poisoning her. Azul retaliates by generating a Twister that swallows Hatchet and sends him flying uncontrollably throughout the stadium. Azul keeps the pressure on Hatchet, who is busy Chilling, and unleashes a powerful Hydro Pump, knocking Hatchet to the ground.

Chill = [+12 Energy]
Quick Attack+Flare Blitz - [4/2+12+3+3+(3-3)x1.5]x1.5 = [30 Damage] [15 Energy] [10 Recoil
Scald - [8+3-3+(4-2)x1.5]]x1.5 = [17 Damage] [9 Energy]

Toxic = [7 Energy]
Twister - 4+(4-3)x1.5 = [6 Damage] [3 Energy]

Chill = [+12 Energy]
Hydro Pump - 12+3-3+(4-3)x1.5 = [14 Damage] [7 Energy]

157.png
TomoM.png

Typhlosion (M) | Hatchet (M)
HP: 0 | 50
Energy: 30 | 54
Stats: N/A | N/A
Status: N/A | Burned
Vs
350.png
frontnormal-mkitsunoh.png

Azul (F) | Heyeohkah [M]
HP: 60 | 0
Energy: 39 | 55
Stats: N/A | N/A
Status: Burned, TPoisoned (2) | N/A

-jas sends out new mon
-gk sends out new mon
-jas gives orders
-gk gives orders
 
Sorry jas, I just realized that I had forgotten to account for Flare Blitz's recoil. so please delete your actions post and send out your new mon (or just edit your existing post).
 
Well, that is unfortunate (If only I had remembered Blaze. Flame Wheel would have probably been sufficient) But whatever. Ike (Lucario), lets go!
 
I thought if I could get a KO first it would shift the battle to my advantage, and now I can clearly see I was right. Lucario is not nearly as good a match for Breloom as it would have been for Pory. But no matter.

Tomohawk: Taunt (Milotic) - Morning Sun - Air Slash (Breloom)

Lucario: Blaze Kick - Hidden Power Ice - Blaze Kick (all on Breloom)
 
oh dear, this is hard on me no matter how you slide it ;/

Breloooooooooooooom: counter (lucario) ---> Toxic (self) ---> Protect

Milo: Scald ---> Hydro Pump ---> Scald all on Lucario
 
I'm not on my own computer and this one is doing some funky things with the formatting, not much I can seem to do.
HP: 100
Atk: Rank 4
Def: Rank 2 (-)
SpA: Rank 5 (+)
SpD: Rank 3
Spe: 90
Steadfast+Inner Focus
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Ike (M) | Hatchet (M)
HP: 100 | 50
Energy: 100 | 54
Stats: N/A | N/A
Status: N/A | Burned
Actions: Blaze Kick (G)~Hidden Power (G)~Blaze Kick (G) | Taunt (A)~Morning Sun~Air Slash (G)

Vs​

Atk: Rank 5
Def: Rank 3

SpA: Rank 1(-)

SpD: Rank 3(+)
Spe: 70
Poison Heal+Effect Spore+Technician​




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Azul (F) | Guthrum [M]
HP: 60 | 90
Energy: 39 | 100
Stats: N/A | N/A
Status: Burned, TPoisoned (2) | N/A
Actions: Scald (I)~Hydro Pump (I)~Scald (I) | Counter (I)~Toxic (G)~Protect


Ike the Lucario and Guthrum the Breloom appear in a flash of light. Ike doesn't seem to waste any time, as hit leg erupts in a vicious Blaze and he rushes in to Kick Guthrum. It seems the fire was a little distracting, as Ike completely missed Guthrum, who was ready to Counter the attack. Hatchet doesn't seem to care about his new opponent, as he begins to Taunt Azul. Azul becomes enraged by Hatchet, but is able to realize that Ike is the bigger threat, so she unleashes a jet of Scalding water than manages to burn Ike.

Hatchet decides to take it easy and tend to his wounds with a boosted Morning Sun. Ike turns back around to see Guthrum spit out a cloud of Toxic gas. Ike sits there laughing, since he is a Steel-type and won't be affected by the gas. Guthrum then jumps into the gloud, absorbing the noxious cloud. It seems like Guthrum is the one laughing, now that his Poison Heal ability is activated. This enrages Ike and unlocks a Power Hidden deep within him. He channels the energy and launches it at Guthrum, chilling the mushroom, and just notices a Hydro Pump narrowly miss him.

Ike continues to go after Guthrum, rushing in for another Blaze Kick. Hatchet gives a hand this time with a powerful Air Slash. Azul can do nothing to help her partner, who will be in a world of hurt after these devestating attacks. Guthrum was quick on his feet, as he erects a Protective barrier, shielding him from the attacks. Relieved that her partner is out of harms way, Azul blasts Ike with another Scald.

Taunt = [10 Energy]


Blaze Kick - Miss = [7 Energy]


Scald - 8+3-3+(4-3)x1.5 = [10 Damage] [5 Energy]


Counter - Fail = [5 Energy]
Morning Sun = [17 Energy] [+35 HP]


Hidden Power - [7+(5-3)x1.5]x1.5 = [15 Damage] [5 Energy]


Hydro Pump - Miss = [7 Energy]


Toxic = [7 Energy]​



Protect = [20 Damage]


Air Slash - [8+3+(4-3)x1.5]x2.25 = [28 Damage] [5 Energy]


Blaze Kick - [9-3+(4-3)x1.5]x1.5 = [11 Damage] [7 Energy]
Scald - 8+3-3+(4-3)x1.5 = [10 Damage] [5 Energy]

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Ike (M) | Hatchet (M)
HP: 74 | 79
Energy: 81 | 22
Stats: N/A | N/A
Status: Burned | Burned

Vs​


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Azul (F) | Guthrum [M]

HP: 48 | 79

Energy: 22 | 68

Stats: N/A | N/A

Status: Burned, TPoisoned (3), Taunted (3) | TPoisoned (2)


GK, you're up.​
 
ok so, now we're in a really bad spot -.-------------


Milo: Hydro Pump ---> Scald ---> Hydro Pump all on Lucario

Brelooooooooooooooooooom: Force Palm ---> Mach Punch ---> Force Palm all on Lucario
if targeted by air slash when not taunted, protect
 
Not being able to Air Slash is not great, but risk taking is fine with me.

In the mean time Ike, show them how much outright attacking will do. You will waste a ton of energy, but it is worth it. Maybe a Hydro Pump will miss and save us some energy.

Tomohawk: Hurricane (Breloom) - Chill - Hurricane (Breloom)

Lucario: Detect - Counter (Breloom) - Detect
 
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Ike (M) | Hatchet (M)
HP: 74 | 79
Energy: 81 | 22
Stats: N/A | N/A
Status: Burned | Burned
Actions: Detect~Counter (G)~Detect | Hurricane (G)~Chill~Hurricane (G)

Vs​
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Azul (F) | Guthrum [M]
HP: 48 | 79
Energy: 22 | 68
Stats: N/A | N/A
Status: Burned, TPoisoned (3), Taunted (3) | TPoisoned (2)
Actions: Hydro Pump (I)~Scald (I)~Hydro Pump (I) | Force Palm (I)~Mach Punch (I)~Force Palm (I)


Azul and Guthrum continue to go after Ike. Azul launches a Hydro Pump, while Guthrum charges in for a Force Palm. Ike easily Detects their movements and avoids both attacks. This leaves Guthrum exposed, as Hatchet creates a violent Hurricane that sends Guthrum sprawling across the stadium.

Hatchet decides to Chill out this round and regain some of his lost energy. Azul blasts Ike with another burst of Scalding water. Guthrum begins to throw (Mach) Punches with a blinding speed, dealing some heavy damage to Ike. Ike was ready for it though, as he Counters Guthrum's attack and throws him to the other side of the arena.

Taking advantage of the isolated Guthrum, Hatchet generates another Hurricane with enough force to knock Guthrum out. Azul tries to avenge her fallen comrade by unleashing another powerful Hydro Pump towards Ike, only to have him Detect the attack and avoid it.

Detect = [20 Energy]
Hurricane - [12+3+(4-3)x1.5]x2.25 = [37 Damage] [7 Energy]
Hydro Pump - 12+3+(4-3)x1.5 = [17 Damage (Null)] [7 Energy]
Force Palm - [6x1.5+3+(5-2)x1.5]x1.5 = [25 Damage (Null)] [5 Energy]

Chill = [+12 Energy]
Mach Punch - [4x1.5+3+(5-2)x1.5]x1.5 = [20 Damage] [3 Energy]
Scald - 8+3+(4-3)x1.5 = [13 Damage] [5 Energy]
Counter = [30 Damage] [15 Energy]

Detect = [12 Damage]
Hurricane - [12+3+(4-3)x1.5]x2.25 = [37 Damage] [7 Energy]
Hydro Pump - 12+3+(4-3)x1.5 = [17 Damage (Null)] [7 Energy]

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Ike (M) | Hatchet (M)
HP: 35 | 71
Energy: 34 | 20
Stats: N/A | N/A
Status: Burned | Burned
Vs​
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Azul (F) | Guthrum [M]
HP: 33 | 0
Energy: 3 | 60
Stats: N/A | N/A
Status: Burned, TPoisoned (4) | KOed

GK sends out PZ. jas, you're up.
 
Yay Hurricane hits!

Milotic will KO itself with its next move, but if it tries to chill it can live, so we will just have to taunt it (again). Then chill and Aura Sphere PoryZ.

Ike, go all out and attack. Though, They might target you, so increase your priority with a powerful blow.

Tomohawk: Taunt (Milotic) - Chill - Aura Sphere (Porygon-Z)
Lucario: Aura Sphere (Porygon-Z) - Extremespeed + Close Combat combo (Porygon-Z) - cool down
 
woops, i'll chalk this one up to some percentages that didn't go my way especially with the matchup ;/

Milo: Hydro Pump (Lucario)

P-Z: Psybeam (lucario) - pain split (tomohawk) - Recover
if i have more hp than tomohawk on the second action, use thunderbolt on him
 
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Ike (M) | Hatchet (M)
HP: 35 | 71
Energy: 34 | 20
Stats: N/A | N/A
Status: Burned | Burned
Actions: Aura Sphere (N)~ExtremeSpeed+Close Combat (N) | Taunt (A)~Chill~Aura Sphere (N)
Vs​
HP: 100
Atk: Rank 2(-)
Def: Rank 3
SpA: Rank 6(+)
SpD: Rank 3
Spe: 90
Trace~Download~Analyze
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Azul (F) | Nimda (X)
HP: 33 | 100
Energy: 3 | 100
Stats: N/A | +1 Att
Status: Burned, TPoisoned (4) | N/A
Actions: Hydro Pump (I) | Psybeam (I)~Pain Split/Thunderbolt (H)~Recover


Gk, knows that it isn't looking good for him or his Pokemon. He's still committed to the battle and sends out Nimda the Porygon-Z. Hatchet notices that Azul is close to fainting from energy exhaustion and begins to Taunt her. Azul then unleashes one last Hydro Pump at Ike, trying to do as much damage as possible before fainting. Nimda then attacks Ike with a Psybeam, who retaliates by launching an Aura Sphere at Nimda.

Hatchet decides to Chill, this time around, as Ike begins to move with ExtremeSpeed and furiously assaults Nimda with a Close Combat. Nimda takes the brunt of the attack, but is able to Split its Pain with Hatchet. Nimda then begins to Recover from more of the damage he's taken, while Hatchet blasts him with another Aura Sphere.

Taunt = [10 Energy]
Aura Sphere - [9+3+(5-3)x1.5]x1.5 = [23 Damage] [6 Energy]
Psybeam - 7+(5-3)x1.5+(6-5)x1 = [11 Damage] [5 Energy]
Hydro Pump - [12+3+3+(4-3)x1.5]x3/7 = [8 Damage] [3 Energy]
[Ike+Hatchet: -2 HP]

ExtremeSpeed+Close Combat - [8/2+12+3-3+(4-3)x1.5]x1.5 = [26 Damage] [20 Energy]
Chill = [+12 Energy]
Pain Split = [(69+51)/2 HP] [11 Energy]
[Ike+Hatchet: -2 HP]

Recover = [+20 HP] [11 Energy]
Aura Sphere - [9+3+(5-4)x1.5]x1.5 = [20 Damage] [6 Energy]
[Ike+Hatchet: -2 HP]

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Ike (M) | Hatchet (M)
HP: 5 | 56
Energy: 7 | 16
Stats: N/A | N/A
Status: Burned | Burned
Vs
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Azul (F) | Nimda (X)
HP: 0 | 60
Energy: 0 | 73
Stats: N/A | +1 Att
Status: KOed | N/A

GK, you're up.
 
well whatevs

Psybeam Lucario and follow up by using Thunderbolt and Ice Beam on Hatchet
if you aren't taunted on the third action, go ahead and recover
 
Ike, you can't really survive this, but you can do some damage before you go down. Don't let it take you out without a fight.

Hatchet, you have 1 chill left. Use it, and then pour on the hits.

Lucario: Vaccuum Wave (Pory-Z) x3

Tomohawk: Chill - Aura Sphere (Pory-Z) - Aura Sphere (Pory-Z)
 
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