3v3 Singles Huntofthelion vs Leethoof; reffed by AJ

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Huntofthelion said:
Match Seeker:

Number of Pokemon per side: 3
Singles
Disqualification (DQ) Time: 3 Days
Restricted Moves: None
Arena: Circular Arena with raised walls enclosing it and a dirt floor.


I would prefer a beginner battle as I haven't done this in forever but it is not a requirement.
Leethoof said:
You seem new, so I'm assuming NFE pokemon.

I accpet, Huntofthelion!

Switch=No it confuses me
Items=No they are pointless
Abilities=All because thats more fun
Hunt's Team

Rhyhorn (*) (M)
Nature: Adamant (Adds * to Attack / Subtracts * from Special Attack)
Type: Rock / Ground
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm, Earth Power, Earthquake and Magnitude have Energy Cost reduced by one (1).
Ground: Ground STAB; Immune to all electrical attacks, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings. Knock Down, Rock Slide, Sandstorm, and Stealth Rock have Energy Cost reduced by one (1).

Abilities:
Lightning Rod: (Innate) These Pokémon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they transfer the energy into their body, using it to increase their Special Attack by one (1) stage. This boost is maintained at the end of each round.
Rock Head: (Innate) This Pokémon's hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Reckless (DW): (Innate) This Pokémon has an innately aggressive nature that lets it use all-out attacks with recoil more effectively. Recoil attacks from this Pokémon do two (2) more damage, and recoil percentage is unaffected.

Stats:
HP: 100
Atk: Rank 4 (+)
Def: Rank 3
SpA: Rank 1 (-)
SpD: Rank 2
Spe: 25

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

Attacks:
Horn Attack (*)
Stomp (*)
Tail Whip (*)
Fury Attack (*)
Scary Face (*)
Rock Blast (*)

Fire Fang (*)
Thunder Fang (*)
Ice Fang (*)

Rock Polish (*)
Earthquake (*)
Double Team (*)


Azurill (*) (F)
Nature: Brave (Adds * to Attack / 15% Decrease in Speed and a 5% increase in accuracy for opponents.)
Type: Normal
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).

Abilities:
Thick Fat: (Innate) This Pokémon has a great deal of extra fat or muscle that increases its resistance to extreme heat or extreme cold, reducing the type effectiveness of Fire and Ice-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.)
Huge Power: (Innate) This Pokémon has immense inner strength, raising its Attack by 2. If skill swapped, the swapped Pokémon’s Attack is only raised by 1.
Sap Sipper (DW): (Innate) This Pokémon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokémon gains a one (1) stage attack boost. This boost is maintained at the end of each round.

Stats:

HP: 90
Atk: Rank 2 (+)
Def: Rank 2
SpA: Rank 1
SpD: Rank 2
Spe: 17 (-)

EC: 1/9
MC: 1
DW: 1/5

Attacks:
Splash (*)
Charm (*)
Tail Whip (*)
Bubble (*)
Slam (*)
Water Gun (*)

Sing (*)
Refresh (*)
Encore (*)

Waterfall (*)
Double Team (*)
Blizzard (*)


Larvesta (*) (M)
Nature: Mild (Adds * to Special Attack / Subtracts * from Defense)
Type: Fire / Bug
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).
Bug: Bug STAB; Anger Powder, Poison Powder, Sleep Powder, Solarbeam, Spore, Stun Spore, Roost have Energy Cost reduced by one (1).

Abilities:
Flame Body: (Innate) This Pokémon’s external temperature is kept at such a high level that any contact attack used on this Pokémon has a 30% chance of burning the opponent.
Swarm (DW): (Innate) When this Pokémon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (E.g. Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Stats:

HP: 90
Atk: Rank 3
Def: Rank 1 (-)
SpA: Rank 3 (+)
SpD: Rank 2
Spe: 60

EC: 2/6
MC: 1
DW: 1/5

Attacks
Ember (*)
String Shot (*)
Leech Life (*)
Take Down (*)

Morning Sun (*)
Zen Headbutt (*)
Magnet Rise (*)

Fire Blast (*)
Solar Beam (*)
Psychic (*)

Leethoof's Team

Magnemite (Maglev) (M)
Nature: Modest (Adds * to Sp.Attack; Subtracts * from Attack)

Type:
<Electric>: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.
<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:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Magnet Pull: This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Analytic (DW) Locked: If this Pokemon attacks second during an action, its attacks have two (2) more Base Attack Power.

Stats:
HP: 90
Atk: Rank 1 (-)
Def: Rank 3
SpA: Rank 4 (+)
SpD: Rank 2
Spe: 45

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

Attacks:
Metal Sound
Tackle
Thundershock
Supersonic
Sonic Boom
Thunder Wave
Spark

Magnet Rise
Discharge
Lock-On
Signal Beam

Thunderbolt
Light Screen
Flash Cannon


Nosepass (Slag) (M)

Nature: Quiet (Adds * to Sp.Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

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

Abilities:
Surdy:This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.
Magnet Pull:This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.
Sand Force (DW) Locked:This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Stats
HP: 90
Atk: Rank 2
Def: Rank 5
SpA: Rank 3 (+)
SpD: Rank 3
Spe: 26 (30/1.15)

EC: 1/6
MC: 2
DC: 1/5

Attacks:
Tackle
Harden
Rock Throw
Block
Thunder Wave
Power Gem
Earth Power

Endure
Double Edge
Stealth Rock

Smack Down
Thunderbolt
Sandstorm


Shieldon (Bulwark) (M)
Nature: BRAVE (Adds * to Attack; A 15% decrease (rounded down) in Base Speed and a +10% increase in accuracy (e.g. 85 becomes 90) on an opponent's attacks)

Type:
<Rock>: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
<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:
Sturdy: This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Soundproof (DW) Locked: Pokemon with this ability emit their own powerful electrostatic or sound-dampening field, making them immune to sound-based moves other than an ally's or their own Heal Bell.. (Known sound moves: Ancient Song, Bark Out, Bug Buzz, Chatter, Echo Voice, Grasswhistle, Growl, Heal Bell, Hyper Voice, Metal Sound, Perish Song, Roar, Screech, Sing, Sing a Round, Snore, Supersonic, Uproar.

Stats:
HP: 90
Atk: Rank 3 (+)
Def: Rank 4
SpA: Rank 2
SpD: Rank 4
Spe: 26 (30/1.15 = 26)

EC:1/6
MC:3
DC:1/5

Attacks:
Tackle
Protect
Taunt
Metal Sound
Take Down
Iron Defense
Swagger

Sandstorm
Dig
Stone Edge

Body Slam
Counter
Rock Blast

Hunt told me in his PM that he's releasing Azurill first.
Leethoof's Poke and actions
Hunt's Actions

May The Hax be with you.
 
Lets go Maglev. Wouldn't want completely unnessescary type mismatcups.

Lock On to your target, Maglev. THIS NEXT ATTACK CANNOT MISS!!! For it is the great, the powerful and terrifying SUPERSONIC. Finish with a Thunder Wave for obnoxiousness.
 
OK Azuril time to dust you off and get back to work.

Start off by Using Encore on his Lock On, and then follow it up with a Water Gun and finish with a Waterfall to get some good damage in.
 

Azurill
HP: 90
EN: 100
Stat:
Other:


Magnemite
HP: 90
EN: 100
Stat:
Other:

Round 1: Let the Battle Begin!

Ladies and gentlemen, welcome to today's battle here at Circular Arena. Today we are featuring the newcomer Huntofthelion who is facing off against Leethoof. Both trainers will be using their favorite Little Cup Pokemon. I would like to point out that this match is sponsored by #littlecup. Let's get this match on the road!

Hunt starts off by sending out Azurill the water mouse. Leethoof counters that by releasing Maglev the Magnemite. The type advantage is in Leethoof's favor, this will be an interesting match. Maglev starts the battle using Lock On to make sure his moves hit his opponent. Azurill laughs at the attempt and encores it. Looks like Maglev is gunna be stuck for a while using the same move. As he tries to supersonic, Maglev uses Lock On! A blast of water expelled from Azurill's mouth knocks him back a bit. Maglev tries another move now, Thunder Wave. But he can't use it! He uses Lock On instead! Azurill laughs, and this time pummels him with the strength of a waterfall.

Azurill
HP: 90
EN: 82
Stat:
Other:


Magnemite
HP: 78
EN: 82
Stat:
Other:
Action 1
Maglev: Lock On (6 Energy)
Azurill: Encore (9 Energy)

Action 2
Maglev: Lock On (6 Energy)
Azurill: Water Gun (3 + (1 - 2) x 1.5) = 1.5 = 2 Damage (3 Energy)
Crit [1/10 = yes]: 7 = no crit

Action 3
Maglev: Lock On (6 Energy)
Azurill: Waterfall (8 + (4 - 3) 1.5) = 9.5 = 10 Damage (6 Energy)
Crit [1/10 = yes]: 10 = no crit

Hunt's actions next!
 
Good Job Azurill.

Start this round off with a Double Team (2 Clones). Then use Tail Whip so we can start doing more damage a little bit faster. Finish the round with another strong Waterfall. You're doing good just keep it up.
 
Haha, I guess that encored lock-on actually helped me somewhat! SUPERSONIC the real one, Maglev. Then get some damage out with Thunderbolt and Flash Cannon.
 

Azurill
HP: 90
EN: 82
Stat:
Other:


Magnemite
HP: 78
EN: 82
Stat:
Other: Lock On (1a)

Round 2: Clones and Confusion
We're back folks and the battle continues to unfold. After being locked into Lock On for the whole of last round, Maglev is freed from his Encore and uses his perfect accuracy to fire a Supersonic wave at Azurill, which slightly confuses the young mouse. After steps around in several circles and I wonder if he'll be able to use any move at all. Is that a second Azurill? Now there are three of them! Azurill sucessfully used Double Team to create 2 clones of himself. The emotionless Maglev stares at the three Azurills, and then fires a Thunderbolt at what he thinks is the right one. However, it goes right through it, and disolves it because he didn't hit the real one, just a clone. Still wondering in circles, which probably confused Maglev for a bit, The Azurills try to use Tail Whip. Their tails get tangled together in their confusion though and they fall over in a tangled mess. Or would have if the clone didn't disapear. Taking advantage of the helpless state of his opponent, Maglev fires a Flash Cannon which sends Azurill flying. That blow seemed to knock him out of confusion, and the little mouse flies at Maglev enveloped in a Waterfall, finally doing some more damage. As we wait for the next stage, let's hear the latest news from Little Cup, brought to you by Vader and Dubulous.


Azurill
HP: 69
EN: 65
Stat:
Other:


Magnemite
HP: 68
EN: 67
Stat:
Other:
Action 1
Maglev: Supersonic
roll for severity [1-3 slight, 4-6 severe, 7-9 intense]: 3 slight
Azurill becamse slightly confused! (2a)
-4 energy

Azurill: Double Team
roll for consusion [1-5 yes, 6-10 no]: 7 no
Azurill created 2 clones!
-8 energy

Action 2
Maglev: Thunderbolt
roll to hit [1-3 yes, 4-9 no]: 7 no
Maglev hit a clone!
1 clone dissapeared
-6 energy

Azurill: Tail Whip
roll for confusion [1-5 yes, 6-10 no]: 3 yes
Azurill hurt itself in its confusion!
[4 + (4 - 2) x 1.5] = 7 damage
-3 energy
1 clone dissapeared

Action 3
Maglev: Flash Cannon
roll for crit [1/10 yes]: 3 no
[8 + 3 + (4 - 2) x 1.5] = 14 damage
roll for SpD drop [1/10 yes]: 6 no
-5 energy

Azurill: Waterfall
Azurill snapped out of confusion!
roll for crit [1/10 yes]: 3 no
[8 + (4 - 3) 1.5] = 9.5 = 10 damage
-6 Energy

Leethoof's actions!
 

Azurill
HP: 69
EN: 65
Stat:
Other:


Magnemite
HP: 68
EN: 67
Stat:
Other:

Round 3: Uneventful
Well after Vader refused to show and Dubulous missed it, we're back at the battle. It's been fairly even so far with niether getting the upper hand in either HP or energy. Maglev moves first and Locks On again. Azurill ignores that and simply starts singing to himself. It's just not loud enough for Maglev, or the audience, to hear him so it misses. Now that it has perfect accuracy, yet again, Maglev goes for another Supersonic. This time he severely confuses the poor mouse, who again starts spinning around in circles all dizzy. But instead of just spinning, Azurill starts clapping, spinning, and giving an Encore at the same time! Talk about multi tasking during a battle! Maglev uses Supersonic again, but to no avail because Azurill is already confused. The spinning mouse summons up water for another tackle, and charges forward. Unfortunatly for him, due to his spinning, he went the wrong way and charged straight into the wall, hurting himself in his confusion. While we wait for the trainers to give their next set of actions, we will let SkyNet tell us about the LittleCup suspect testing so far.

Azurill
HP: 62
EN: 48
Stat:
Other:


Magnemite
HP: 68
EN: 53
Stat:
Other:
Action 1
Maglev: Lock On
-6 energy
Maglev Locked On!

Azurill: Sing
chance to hit [1-55 hit, 55-100 miss]: 77 miss
Azurill's attack missed!
-5 energy

Action 2
Maglev: Supersonic
roll for severity [1-3 slight, 4-6 severe, 7-9 intense]: 4 severe
Azurill became severely confused!
-4 energy

Azurill: Encore
roll for confusion [1-5 yes, 6-10 no]: 9 no
Azurill Encored Maglev's Supersonic!
-9 energy


Action 3
Maglev: Supersonic
Azurill is already confused!
-4 energy

Azurill: Waterfall
roll for confusion [1-5 yes, 6-10 no]: 1 yes
Azurill hurt itself in its confusion!
[4 + (4 - 2) x 1.5] = 7 damage
-3 energy

Hunt's actions!
 
stupid mouse hit itself -_-

Start with Sing again, maybe this time loud enough for him to hear? Then go for another Waterfall so we can do some damage. Finish with a bubble.

If he uses lock on encore it
 
he wants to sing with that pretty voice

we show him how steel-types sing

Metal Sound to block out that song, and then Thunderwave and Flash Cannon
 

Azurill
HP: 62
EN: 48
Stat:
Other:


Magnemite
HP: 68
EN: 53
Stat:
Other:

Round 4:
Thank you SkyNet for the update, but now let's get back to the battle! Up to now niether competitor has had the upper hand but Maglev has slightly more HP and energy, just not enough to make a difference. Maglev starts by making a shrill Metal Sound, sharply lowering Azurill's Special Defense. Azurill responds by Singing! Each one gets louder as they try to drown out the other one. End result? Azurill can sing louder than Maglev can grind metal! In his moment of defeat, Maglev falls asleep, and cannot use Thunder Wave. Taking advantage of his sleeping opponent, Azurill blasts into him with another Waterfall. The force of the move wakes Maglev up, and he's all wet again. It fires a Flash Cannon which sends Azurill flying a bit and racks up nice damage after the Special Defense drop. Trying to do some more damage, Azurill blows bubbles at Maglev, doing some damage, but mostly nothing. During this short break, Heysup will comment on an RMT, which was made by Elevator_Music.


Azurill
HP: 45
EN: 35
Stat: -2 SpD
Other:


Magnemite
HP: 55
EN: 43
Stat:
Other:
Action 1
Maglev: Metal Sound
Azurill's SpD dropped 2 stages!
-5 energy

Azurill: Sing
chance to hit [1-55 hit, 55-100 miss]: 40 hit
roll for severity [1-3 light, 4-6 deep, 7-9 intense]: 2 light (1a)
Maglev fell asleep!
-5 energy


Action 2
Maglev: asleep
Maglev is fast asleep!

Azurill: Waterfall
roll for crit [1/10 yes]: 3 no
[8 + (4 - 3) 1.5] = 9.5 = 10 damage
-6 Energy

Action 3
Maglev: Flash Cannon
Maglev woke up!
roll for crit [1/10 yes]: 9 no
[8 + 3 + (4 - 2) x 1.5] + (2 x 1.5) = 17 damage
roll for SpD drop [1/10 yes]: 8 no
-5 energy

Azurill: Bubble
roll for crit [1/10 yes]: 3 no
[4 + (1 - 2) x 1.5] = 2.5 = 3 Damage
roll for Spe drop [1/10 yes]: 3 no
-2 energy
 
Lets finish this extremely boring matchup!

Thunderbolt->Supersonic->Flash Cannon

If he uses Encore, replace that action with Thunderbolt.
 
Double Team (2 Clones) because you need to try and not get hit or you're going to die. Follow that with a Water Gun and a Waterfall.
 

Azurill
HP: 45
EN: 35
Stat: -2 SpD
Other:


Magnemite
HP: 55
EN: 43
Stat:
Other:

Round 5: Still not dead!
These Pokemon are quite the fighters, now moving onto their 5th round without a KO yet. Leethoof yells to Maglev to "Finish this extremely boring matchup" and his Pokemon agrees by firing a Thunderbolt at Azurill for a good hunk of damage. Taking the hit like a champ, Azurill proceeds to clone himself twice via Double Team. Maglev can't tell the Azurills apart and uses Supersonic to confuse all of them, but it is absorbed by a false one. The two remaining Azurill's each fire Water Guns. But because only one of them is real, nothing special happens except for a pretty effect of having a second stream of water. As annoyed as a magnet can be, Maglev fires a Flash Cannon at what he thought was the real water gun, but the second clone dissapears and Azurill tackles him with Waterfall. Who will emerge victorious? Maglev has built a steady HP and energy advantage despite constantly missing his attacks. But will that decide the match? Tune in, after masterful's infomercials of course.


Azurill
HP: 26
EN: 18
Stat:
Other:


Magnemite
HP: 42
EN: 28
Stat:
Other:
Action 1
Maglev: Thunderbolt
roll for crit [1/10 yes]: 8 no
[10 + 3 + (4 - 2) x 1.5] + (2 x 1.5) = 19 damage
roll for paralysis [1/10 yes]:5 no
-6 energy

Azurill: Double Team
Azurill created 2 clones!
-8 energy

Action 2
Maglev: Supersonic
roll to hit attack [1-55 yes]: 52 yes
roll to hit real Azurill [1-3 yes, 4-9 no]: 4 no
1 clone dissapeared!
-4 energy

Azurill: Water Gun
roll to crit [1/10 yes]: 6 no
[4 + (1 - 2) x 1.5] = 2.5 = 3 Damage
-3 energy

Action 3
Maglev: Flash Cannon
roll to hit [1-5 yes, 6-10 no]: 10 no
1 clone dissapeared!
-5 energy

Azurill: Waterfall
roll for crit [1/10 yes]: 4 no
[8 + (4 - 3) 1.5] = 9.5 = 10 damage
-6 Energy
 

Azurill
HP: 26
EN: 18
Stat:
Other:


Magnemite
HP: 42
EN: 28
Stat:
Other:

Round 6: FIRST BLOOD: Dead Mouse
Time to put your cell phones away! I know that masterful's keyboard finger warmer looks so enticing but we've got better stuff to do right now! Maglev starts the 6th round off with a powerful Thunderbolt. It doesn't look like Azurill can take much more of this, but he responds with a Waterfall. Deciding to save energy for the remainder of the match, Maglev doesnt move, or do anything, he just chills in the same spot. Then again, maybe he was enjoying the water that Azurill was soaking him with. As Azurill charges for another waterfall, Maglev fires a second Thunderbolt at him. The voltage is too much, and Azurill faints. Maglev gets the first blood of the match! Who will Hunt send out next? Will he be able to regain his fallen momentum? Find out, after masterful finishes with his infomercials.


Azurill
HP: KOed
EN: KOed
Stat:
Other:


Magnemite
HP: 29
EN: 28
Stat:
Other:
Action 1
Maglev: Thunderbolt
roll for crit [1/16 yes]: 7 no
[10 + 3 + (4 - 2) x 1.5] = 16 damage
roll for paralysis [1/10 yes]:7 no
-6 energy

Azurill: Waterfall
roll for crit [1/16 yes]: 14 no
[8 + (4 - 3) 1.5] = 9.5 = 10 damage
-6 Energy

Action 2
Maglev: Chill
+12 energy

Azurill: Water Gun
roll to crit [1/16 yes]: 4 no
[4 + (1 - 2) x 1.5] = 2.5 = 3 Damage
-3 energy

Action 3
Maglev: Thunderbolt
roll for crit [1/16 yes]: 8 no
[10 + 3 + (4 - 2) x 1.5] = 16 damage
Azurill fainted!
-6 energy

Hunt sends out new poke
Leethoof orders
Hunt orders
 
Fire Blast, because I'd like to end this quickly. Another Fire Blast in case he isn't dead yet. If he isn't dead by that point Morning Sun so that you don't lose too much in this little altercation
 

Larvesta
HP: 90
EN: 100
Stat:
Other:


Magnemite
HP: 29
EN: 28
Stat:
Other:

Round 7: Burning Overkill
Hunt sends out his second Pokemon, a Larvesta, to avenge the fainting of his Azurill. Upon coming out of its Pokeball, Larvesta is ready for action, and instandly fires off a Fire Blast, frying the floating magnet. Its not enough! Maglev starts setting up his next teammate, and paralyses Larvesta with Thunder Wave. Now being faster than Larvesta, Maglev set up a Light Screen. No sooner than he finished that, than a second Fire Blast hits him. Maglev falls to the ground, almost melting from the intense heat that Larvesta used. Which Pokemon will Leethoof send out next?


Larvesta
HP: 90
EN: 82
Stat:
Other: Paralyzed (20%)


Magnemite
HP: -13
EN: KOed
Stat:
Other: Light Screen (5a)
Action 1
Larvesta: Fire Blast
roll to hit [1-85 yes, 86-100 no]: 56 yes
roll to crit [1/16 yes]: 7 no
[12 + 3 + (3 - 2) x 1.5] x 1.5 = 24.75 = 25 damage
roll to burn [1/10 yes]: 9 no
-7 energy

Maglev: Thunder Wave
Larvesta was paralyzed! (25%)
-6 energy

Action 2
Maglev: Light Screen
-8 energy

Larvesta: Fire Blast
roll for paralysis [1-25 yes, 26-100 no]: 99 no
roll to hit: 1-85 yes, 86-100 no]: 83 yes
roll to crit [1/16 yes]: 13 no
[12 + 3 - 5 + (3 - 2) x 1.5] x 1.5 = 17.25= 17 damage
Maglev fainted!
-11 energy

Leethoof sends out new poke
Hunt orders
Leethoof orders
 
Start with Fire Blast because that thing is scary looking and I don't want to have to look at it much longer. Then use string shot to slow him down and make him easier to hit with another Fire Blast.
 
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